Search found 57 matches
- Wed Oct 31, 2018 10:52 am
- Forum: Beginners Help
- Topic: Compiling issues and some questions
- Replies: 6
- Views: 2283
Re: Compiling issues and some questions
Another related question. Does the Irrlicht do its own memory management? My application uses a memory manager for its objects. If Irrlicht does its own memory management, I won't need to add memory management for Irrlicht objects, but if it doesn't, then I will.
- Wed Oct 31, 2018 8:27 am
- Forum: Beginners Help
- Topic: Compiling issues and some questions
- Replies: 6
- Views: 2283
Re: Compiling issues and some questions
Thanks for the info. I switched to to v141 and that solved the compiling issue... except that I am getting one error six times: "Cannot open include file: 'd3dx9shader.h': No such file or directory". According to what I can find online, the DirectX SDK comes with Windows 10. However, it se...
- Sat Oct 27, 2018 8:30 pm
- Forum: Beginners Help
- Topic: Compiling issues and some questions
- Replies: 6
- Views: 2283
Re: Compiling issues and some questions
Regarding VS2017 and building: No. Since I am using Windows 10, I had to remove the Visual Studio 2010 redistributable and install the Windows SDK for Windows 7.1 manually. The 7.1 sdk would not install with VS 2017's version of 2010 redistribute installed (there are some posts about this around the...
- Sat Oct 27, 2018 1:18 am
- Forum: Beginners Help
- Topic: Compiling issues and some questions
- Replies: 6
- Views: 2283
Compiling issues and some questions
I am rebuilding the project I started a couple years back with some different design goals in mind. These design goals unfortunately don't seem 100% compatible with Irrlicht's current way of managing objects and capabilities. So I may need to change the source code some to meet my needs. As such I a...
- Sun Aug 28, 2016 6:14 am
- Forum: Advanced Help
- Topic: 16 bit object names?
- Replies: 10
- Views: 2257
Re: 16 bit object names?
To answer the original question - it wouldn't be difficult. But it changes the library interface and I only do that when the gain is large enough and there are no other workarounds. But in the long run it might be a good idea. So when we switch to stl in next Irrlicht version (which breaks interfac...
- Sat Aug 27, 2016 10:40 am
- Forum: Advanced Help
- Topic: 16 bit object names?
- Replies: 10
- Views: 2257
Re: 16 bit object names?
Well sure, you can also modify irr to use QChar, and it's not a terrible amount of work. LOL. That is what I just looked into. I just found the places in the code to make this change to use QChar as the base character. I am going to try that. But given the slowness of strings in general, would the ...
- Sat Aug 27, 2016 9:39 am
- Forum: Advanced Help
- Topic: 16 bit object names?
- Replies: 10
- Views: 2257
Re: 16 bit object names?
Here is my core problem I need to resolve. I am using multiple API's in my project (Qt and Irrlicht). I need to write an object manager because objects from both API's are going to need to be accessible from scripting. So I have a base object like so: class APPCORE_EXPORT BaseAppObject { ... ...
- Fri Aug 26, 2016 11:33 pm
- Forum: Advanced Help
- Topic: 16 bit object names?
- Replies: 10
- Views: 2257
Re: 16 bit object names?
what I mean is that every object you create in irrlicht has a name property that you can use to search for nodes. ISceneNode::getName and setname take c8 parameters (char *). I want to change this into a wide character (c16) so that every node has a sixteen bit character string name instead of an 8 ...
- Fri Aug 26, 2016 9:21 pm
- Forum: Advanced Help
- Topic: 16 bit object names?
- Replies: 10
- Views: 2257
16 bit object names?
How easy or difficult would it be to implement a version of Irrlicht that uses wide characters rather than single byte characters for object names?
- Sun Mar 13, 2016 3:05 pm
- Forum: Everything 2d/3d Graphics
- Topic: General 3D mesh question
- Replies: 4
- Views: 4059
Re: General 3D mesh question
Do you mean like node->setScale()? If you use parallax mapping, you have to change the parameter when you scale. Not exactly. Think of it like a texture. A trangle texture can be stretched slightly without a huge difference in appearance if the shape is not too different. There would a bit of disto...
- Sat Mar 12, 2016 4:37 am
- Forum: Everything 2d/3d Graphics
- Topic: General 3D mesh question
- Replies: 4
- Views: 4059
General 3D mesh question
I have theorized on a new approach to creating truly spherical 3d worlds made of tiles that could be used for a turn-based strategy game that would allow much more realism, flexibility, and mod-ability than traditional tile based strategy games like Civilization. The problem is that I don't know if ...
- Fri Nov 06, 2015 1:10 am
- Forum: Beginners Help
- Topic: Custom Meshes: completely confused
- Replies: 6
- Views: 1478
Re: Custom Meshes: completely confused
Why are you trying to add the colour of a light to a material? Suppose an object has the material "wood'. The light shines on the object, and the (diffuse) colour is wood*light-colour*factor (where factor depends on the angle of incidence of the light on the object). So, 'wood' is stored in th...
- Thu Nov 05, 2015 2:38 am
- Forum: Beginners Help
- Topic: Custom Meshes: completely confused
- Replies: 6
- Views: 1478
Re: Custom Meshes: completely confused
So basically if I want to create my own custom IMeshSceneNode I would need to create a custom IMesh that makes use of at least one custom IMeshBuffer? And override all of the pure virtual functions? I still don't see a way to set the material of either one of these objects. How does the SMaterial ge...
- Wed Nov 04, 2015 6:32 am
- Forum: Advanced Help
- Topic: Custom light type and overloading scene rendering
- Replies: 9
- Views: 2359
Re: Custom light type and overloading scene rendering
Ok, thanks for the info. I will take a look at those.
- Wed Nov 04, 2015 6:15 am
- Forum: Beginners Help
- Topic: Custom Meshes: completely confused
- Replies: 6
- Views: 1478
Custom Meshes: completely confused
Hello everyone, When I first decided to use Irrlicht for my project I used the information in the "Custom SceneNode" tutorial to design some basic meshes to be used by the engine I am developing. Now it seems I was barking up the wrong tree because this tutorial doesn't seem to be consiste...