Search found 139 matches

by MartinVee
Fri Oct 06, 2017 3:31 pm
Forum: Off-topic
Topic: And now something real serious!
Replies: 6
Views: 3748

Re: And now something real serious!

SourceForge problems started almost two weeks ago. I hope it all gets resolved soon!
by MartinVee
Wed Sep 27, 2017 1:21 pm
Forum: Advanced Help
Topic: Additional libs for cross platform game
Replies: 9
Views: 1260

Re: Additional libs for cross platform game

In short :

FlatBuffers: less code size, less execution overhead, more memory usage.
ProtocolBuffers: more code size, more execution overhead, less memory usage.

So the choice all depends on the application.
by MartinVee
Mon Sep 25, 2017 6:32 pm
Forum: Advanced Help
Topic: Additional libs for cross platform game
Replies: 9
Views: 1260

Re: Additional libs for cross platform game

mant wrote:I would use FlatBuffers instead of ProtocolBuffers.
Would you care to elaborate? Why would you choose FlatBuffers over ProtocolBuffers?
by MartinVee
Tue Sep 19, 2017 9:06 pm
Forum: Open Discussion and Dev Announcements
Topic: Oculus VR SDK 1.18 into Irrlicht
Replies: 11
Views: 3627

Re: Oculus VR SDK 1.18 into Irrlicht

And if you look at the code in OculusRenderer and main, does it help you?

I don't have an Oculus here, nor I ever tried to use it's SDK, but I feel that the files in this repo are a great base on which to build from.
by MartinVee
Tue Sep 19, 2017 1:19 pm
Forum: Open Discussion and Dev Announcements
Topic: Oculus VR SDK 1.18 into Irrlicht
Replies: 11
Views: 3627

Re: Oculus VR SDK 1.18 into Irrlicht

Searching the forums, I found this GitHub repo in this post (which is quite interesting in itself). Have you checked that?
by MartinVee
Mon Sep 11, 2017 8:47 pm
Forum: Beginners Help
Topic: Android Screen Rotation Crash
Replies: 5
Views: 1120

Re: Android Screen Rotation Crash

Just a quick hint, but SEGV_MAPERR means that you tried to access memory that's not mapped to your program's address space. That's usually because :
- You dereference a null pointer ;
- You try to free the same memory twice ;
- A pointer was corrupted ;
- There's a buffer overflow in your program.
by MartinVee
Tue Aug 22, 2017 6:09 pm
Forum: Off-topic
Topic: New cross-distro backward compatibile way of shipping binary
Replies: 6
Views: 3352

Re: New cross-distro backward compatibile way of shipping bi

I myself usually compile the standard libraries statically. The executable grows, but it's a small price to pay for the program to be self contained.
by MartinVee
Thu Jul 20, 2017 5:37 pm
Forum: Beginners Help
Topic: Rah
Replies: 2
Views: 486

Re: Rah

Classic case of rubber duck effect.
by MartinVee
Mon Jul 10, 2017 1:14 pm
Forum: Beginners Help
Topic: smgr->getMesh problem (runtime error)
Replies: 7
Views: 1266

Re: smgr->getMesh problem (runtime error)

Hum, the problem seems to happen inside Irrlicht.dll...

Try Christian Clavet's solution in the post you linked and see if it fixes the problem.

Are you sure you're linking with the same library version as the source files?
by MartinVee
Fri Jul 07, 2017 1:07 pm
Forum: Beginners Help
Topic: smgr->getMesh problem (runtime error)
Replies: 7
Views: 1266

Re: smgr->getMesh problem (runtime error)

That could indeed have been the problem, because the '\' character is used for the C/C++ escape sequence to represent special characters. More on that here and here . Now, back to your problem... What is the rest of the 0xC0000005 error? Is it a read of write access violation? Can you paste the call...
by MartinVee
Thu Jul 06, 2017 3:19 pm
Forum: Beginners Help
Topic: Lights following camera
Replies: 2
Views: 495

Re: Lights following camera

The first parameter of the addLightSceneNode is the parent node of the new node. By setting the parent node to 0, you're creating your light at the root node of the scene graph. Just to be sure... Do you want the light to follow the model, or do you want the light to follow the camera? Note that if ...
by MartinVee
Thu Jul 06, 2017 1:03 pm
Forum: Beginners Help
Topic: smgr->getMesh problem (runtime error)
Replies: 7
Views: 1266

Re: smgr->getMesh problem (runtime error)

Not sure that it's actually the culprit, but in your screenshot , you seem to have forgotten to escape the '\' character in your path. Try this :   IAnimatedMesh* mesh = smgr->getMesh("B:\\SDK\\irrlicht-1.8.4\\irrlicht-1.8.4\\media\\sydney.md2");   If that doesn't fix it, try to put a brea...
by MartinVee
Tue Jun 27, 2017 4:30 pm
Forum: Beginners Help
Topic: Forward-Declaration of IGUIImage impossible?
Replies: 3
Views: 525

Re: Forward-Declaration of IGUIImage impossible?

Ambiguous doesn't mean you can't. It's just that the compiler found (possibly) multiple declarations of IGUIImage, or it doesn't know from which namespace your IGUIImage (or ITexture) comes from. Try adding the namespace first :   class irr::gui::IGUIImage; class irr::video::ITexture;   Don't forget...
by MartinVee
Thu Jun 22, 2017 2:48 pm
Forum: Project Announcements
Topic: FunCollision v1.0 Source + Bin + Tutorials
Replies: 67
Views: 37548

Re: FunCollision v1.0 Source + Bin + Tutorials

Here's the pyirrlicht project page : https://sourceforge.net/projects/pir/

That hasn't been updated for a long time (3 years), but you can still try to reach the authors. Maybe they kept a backup. Maxim Kosolov's profile page can be found here.

Good luck!
by MartinVee
Fri Jun 16, 2017 12:59 pm
Forum: Beginners Help
Topic: Reading arbitrary number of bits from a byte stream
Replies: 2
Views: 614

Re: Reading arbitrary number of bits from a byte stream

You might want to look at how GIFLIB does this.

Check the function DGifGetPrefixChar.