Search found 22 matches
- Wed Jan 10, 2024 9:43 pm
- Forum: Beginners Help
- Topic: [SOLVED] segmentation fault when trying to cast IGUIElement to
- Replies: 3
- Views: 1830
Re: segmentation fault when trying to cast IGUIElement to
Ah, I've found it Needed to disable RTTI and use static_cast instead of dynamic_cast...
- Wed Jan 10, 2024 9:03 pm
- Forum: Beginners Help
- Topic: [SOLVED] segmentation fault when trying to cast IGUIElement to
- Replies: 3
- Views: 1830
[SOLVED] segmentation fault when trying to cast IGUIElement to
I'm trying to retrieve the value selected on a menu. The following line gives seg fault on dynamic_cast<std::remove_pointer_t<T> *>(guiElement); From here: std::remove_pointer_t<T> * getGuiElement(int in_id) { //check that T is a valid type to try to upcast during compile time. static_assert(std::is...
- Tue Jan 09, 2024 9:59 pm
- Forum: Beginners Help
- Topic: What should I use instead of CBatchingMesh?
- Replies: 1
- Views: 1791
What should I use instead of CBatchingMesh?
I'm trying to make my game run on a modern system, and apparently the latest version doesn't have CBatchingMesh anymore... What's the replacement?
- Wed May 27, 2015 7:56 pm
- Forum: Beginners Help
- Topic: re-creating device during run-time
- Replies: 1
- Views: 516
re-creating device during run-time
I want to change the device settings (e.g. resolution, full screen) during run-time. The following code closes my application instead of resetting the resolution: void CMazeGameEngine::setResulotion(unsigned int in_width, unsigned int in_height) { init(in_width, in_height); setupMenuAndW...
- Wed May 27, 2015 5:47 pm
- Forum: Beginners Help
- Topic: The video card is my bottleneck - how to speed it up?
- Replies: 0
- Views: 823
The video card is my bottleneck - how to speed it up?
I've used the CBatchingMesh to hold my whole maze - since I thought it's not that big and demanding - it's just 250 planes + 500 boxes - all boxes with same texture of about 100kb and all planes with the same texture of about the same size... I only see about 10th of these planes and boxes at a give...
- Wed May 27, 2015 5:29 pm
- Forum: Beginners Help
- Topic: dynamic_cast of IGUIElement seg faults
- Replies: 4
- Views: 535
Re: dynamic_cast of IGUIElement seg faults
But to access the function of the spinbox from the base guielement pointer I still have to dynamic_cast, don't I?
My game crushed on me before I turned RTTI on, and the only thing I did was dynamic_cast, I didn't even use typeid...
My game crushed on me before I turned RTTI on, and the only thing I did was dynamic_cast, I didn't even use typeid...
- Wed May 27, 2015 5:22 pm
- Forum: Beginners Help
- Topic: Determine legal resolution for full screen mode
- Replies: 3
- Views: 660
Re: Determine legal resolution for full screen mode
Thank you very much!
- Sun May 24, 2015 6:01 am
- Forum: Beginners Help
- Topic: dynamic_cast of IGUIElement seg faults
- Replies: 4
- Views: 535
dynamic_cast of IGUIElement seg faults
It seems irrlicht is configured to compile with no RTTI - Is there a reason why I shouldn't enable it? Maybe I should modify how I go about things? I'm casting to get the gui values after a button was clicked, e.g: unsigned int CMazeGameMenu::getChosenNumOfAIPlayers() { float numOfAI = d...
- Sat May 23, 2015 1:00 pm
- Forum: Beginners Help
- Topic: animator stops animating while camera is re-positioning?
- Replies: 0
- Views: 705
animator stops animating while camera is re-positioning?
I've made a little camera controller class which makes the camera fly to wherever it's pointed at. But my circular motion animator stops animating while the camera is on the move... am I doing something wrong? Here's my code: _levelStartTime = _timer->getRealTime(); unsigned int lastFrameTim...
- Sat May 23, 2015 12:52 pm
- Forum: Beginners Help
- Topic: Determine legal resolution for full screen mode
- Replies: 3
- Views: 660
Determine legal resolution for full screen mode
Is there a way to determine in run-time the possible resolutions a computer supports for full-screen mode? I'm making a video settings menu and I want to populate it only with the right options... I would also like to know how I determine if certain features are supported, e.g. parallax mapping (my ...
- Sat May 09, 2015 1:18 pm
- Forum: Beginners Help
- Topic: Why use meshBuffer?
- Replies: 3
- Views: 923
Why use meshBuffer?
I've got many similar meshes (walls) in my scene graph (created one mesh, and added many IMeshSceneNodes) Is it better to add all these meshes up into one Mesh using it's meshBuffers? If so, Why? I would have to add each vertex of the mesh over and over again with the appropriate offsets, which seem...
- Sat May 09, 2015 11:44 am
- Forum: Beginners Help
- Topic: Mesh overlap - is it a problem?
- Replies: 1
- Views: 543
Mesh overlap - is it a problem?
Hi, I've built a dynamic maze using _sceneManager->getGeometryCreator()->createCubeMesh(...) To build the maze walls, and I intend to push the result into a meshBuffer. To make the maze use as little vertices as possible (because it could be very big), I have long cubes for long corridor walls -...
- Fri May 08, 2015 12:58 pm
- Forum: Beginners Help
- Topic: Movement animators vs. main loop "evolve"
- Replies: 3
- Views: 564
Re: Movement animators vs. main loop "evolve"
Thanks for the reply, I thought I was missing something... So I guess I'll just write the rotation bit myself, so that I'd know exactly when to stop and start walking straight. Do you have any advice regarding player controls? I've currently inherited IEventReciever, and made my event receiver acqua...
- Fri May 08, 2015 12:06 pm
- Forum: Beginners Help
- Topic: irrlicht memory management
- Replies: 5
- Views: 992
Re: irrlicht memory management
I understand it's just a counter.. I just want to make sure I got it correctly: If I use a create function to get an animator node, add it to another node, and than call clear on scene manager - I would still have that animator node because it had 2 refs, and now it has one? So I have to drop the an...
- Fri May 08, 2015 11:56 am
- Forum: Beginners Help
- Topic: Movement animators vs. main loop "evolve"
- Replies: 3
- Views: 564
Movement animators vs. main loop "evolve"
I've walked through the irrlicht movement tutorial. It seems there are two ways to move a scene node - one is through an animator, and the other is setting position and rotation in the game loop. I think using animators is the more elegant way, but I can't find an example of how to use it the way I ...