Search found 15 matches

by Mitchell M
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...
by Mitchell M
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.
by Mitchell M
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
by Mitchell M
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...
by Mitchell M
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...
by Mitchell M
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...
by Mitchell M
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 ...
by Mitchell M
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
by Mitchell M
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
by Mitchell M
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...
by Mitchell M
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...
by Mitchell M
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.
by Mitchell M
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);
by Mitchell M
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...
by Mitchell M
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.