Search found 15 matches
- Mon Nov 04, 2013 11:32 pm
- Forum: Beginners Help
- Topic: best way to store multiple material sets
- Replies: 4
- Views: 373
Re: best way to store multiple material sets
I'm not completely sure but shouldn't you be able to load a bunch of materials while the program is loading stuff a long with the mesh you are using like this. IAnimatedMesh *meshYouAreUsing = sceneManager -> getMesh("whereFileIs.b3d"); ITexture *texture1 = videoDriver -> getTexture(&q...
- Wed Oct 30, 2013 1:36 pm
- Forum: Beginners Help
- Topic: irrlicht 1.80 vs ogre 1.81
- Replies: 4
- Views: 628
Re: irrlicht 1.80 vs ogre 1.81
I would certainly try out both. In my opinion Irrlicht is a little bit better but that is all related to what I like to do and what my personal preferences are. You might find ogre will benefit more of what you are doing or maybe you will instantly fall in love with Irrlicht and use it instead.
- Tue Oct 29, 2013 7:39 pm
- Forum: Beginners Help
- Topic: [SOLVED] IrrlichtDevice Segmentation Fault
- Replies: 2
- Views: 294
Re: IrrlichtDevice Segmentation Fault
OK I see now thank you so much for your advice and quick response.
Mitchell
Mitchell
- Tue Oct 29, 2013 7:01 pm
- Forum: Beginners Help
- Topic: [SOLVED] IrrlichtDevice Segmentation Fault
- Replies: 2
- Views: 294
[SOLVED] IrrlichtDevice Segmentation Fault
Sorry if this is a really dumb question but just when I thought I finally understood pointers I get this problem. Basically what I am having trouble with is that I don't understand how the createDevice works. If I create an IrrlichtDevice *irrlichtDevice and pass that pointer to some function and tr...
- Thu Aug 01, 2013 1:58 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht running on the OUYA
- Replies: 7
- Views: 2172
Re: Irrlicht running on the OUYA
Well, in my experience the android port runs just fine, so I don't really see why anyone would bother making a topic about it (haven't tried input yet but it should be straightforward) Well thats why I posted under the beginner section didn't understand how the whole NDK thing worked and I didn't s...
- Sat Jul 27, 2013 6:14 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht running on the OUYA
- Replies: 7
- Views: 2172
Re: Irrlicht running on the OUYA
Well, in my experience the android port runs just fine, so I don't really see why anyone would bother making a topic about it (haven't tried input yet but it should be straightforward) Well thats why I posted under the beginner section didn't understand how the whole NDK thing worked and I didn't s...
- Mon Jul 22, 2013 2:37 pm
- Forum: Beginners Help
- Topic: Codeblocks and Irrlicht install problem
- Replies: 24
- Views: 5364
Re: Codeblocks and Irrlicht install problem
You should google the error. A workaround is to simply define int __gxx_personality_v0; in your main module. Hybrid posted on this, but i guess he is on holiday. I had googled a lot when I tried to find the answer and I had no idea it was that simple I thought it was something with one of the DLLs ...
- Sun Jul 21, 2013 8:00 pm
- Forum: Beginners Help
- Topic: [1.7] Stencil Shadows not extruded to correct location
- Replies: 2
- Views: 495
Re: [1.7] Stencil Shadows not extruded to correct location
That is pretty strange. You said it was working just fine for a while but then stopped? You could always try rebuilding the engine. I have had things that used to work and then all the sudden just decided they didn't want to anymore and for some reason rebuilding the engine fixed it.
Mitchell
Mitchell
- Sun Jul 21, 2013 7:51 pm
- Forum: Beginners Help
- Topic: Codeblocks and Irrlicht install problem
- Replies: 24
- Views: 5364
Re: Codeblocks and Irrlicht install problem
I've had that same problem before. What I did was use Codeblocks to rebuild Irrlicht and use the Win32-gcc (even though I am also using x64.) Hope that helps.
Mitchell
Mitchell
- Sat Jul 20, 2013 8:00 pm
- Forum: Beginners Help
- Topic: irrb: blender irrlicht exporter not work
- Replies: 3
- Views: 518
Re: irrb: blender irrlicht exporter not work
I had tried this a while ago too. Apparently it hasn't been updated in a very long time so you do need to get an older version of Blender. Maybe someday the creator will update it but we can only hope...
- Sat Jul 20, 2013 7:58 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht running on the OUYA
- Replies: 7
- Views: 2172
Irrlicht running on the OUYA
I'm a bit surprised that there hasn't already been a few topics about Irrlicht and the OUYA already. I know there is some stuff that would allow you to use Irrlicht at least a little bit with Android and that there are also ways you can get the OUYA ODK to work with C++ but how hard would it to do b...
- Mon Jul 08, 2013 3:19 pm
- Forum: Beginners Help
- Topic: Compiling Irrlicht on Raspberry PI
- Replies: 3
- Views: 808
Re: Compiling Irrlicht on Raspberry PI
OK thanks I didn't realize it was in the software repositories for Raspbian which I am using.
- Sat Jul 06, 2013 2:56 pm
- Forum: Everything 2d/3d Graphics
- Topic: Loading texture on .md2 model mesh
- Replies: 2
- Views: 1415
Re: Loading texture on .md2 model mesh
When I am testing out loading things and don't have a light in my scene yet I always use ->setMaterialFlag(EMF_LIGHTING, false);
- Sat Jul 06, 2013 2:50 pm
- Forum: Beginners Help
- Topic: Compiling Irrlicht on Raspberry PI
- Replies: 3
- Views: 808
Compiling Irrlicht on Raspberry PI
Hello I've been using Irrlicht for a pretty long time and I really like the engine and I wanted to try to do some Irrlicht programming on the Raspberry Pi. I'm sorry if this has been posted somewhere before but I have been searching the Raspberry Pi forums, the Irrlicht forums, and just using duckdu...
- Sat Jul 06, 2013 2:25 pm
- Forum: Beginners Help
- Topic: cannot find exe?
- Replies: 5
- Views: 683
Re: cannot find exe?
IMHO using Visual Studios isn't really worth it. Codeblocks is way more flexible and a lot more widely used (at least from what I have seen) with Irrlicht.