Search found 138 matches
- Tue Oct 23, 2018 8:53 pm
- Forum: Beginners Help
- Topic: [Solved] Problem loading .png "not really a png"
- Replies: 4
- Views: 1800
Re: Problem loading .png "not really a png"
Have you tried loading it with one of the tutorial solution?
- Wed Oct 17, 2018 6:32 pm
- Forum: Beginners Help
- Topic: 2D Tiled World - Performance
- Replies: 14
- Views: 2614
Re: 2D Tiled World - Performance
I don't want to go all Captain Obvious over you, but that really seems to be your problem. Have you try not using a List Box?
- Tue Sep 04, 2018 2:30 pm
- Forum: Beginners Help
- Topic: Is this the right solution to the language problem?
- Replies: 12
- Views: 2712
Re: Is this the right solution to the language problem?
You can use Google Translate when you want to pass information around.
If anyone has problems with the introduction of Russian (or some other) text, here is the solution:
In the source code of the engine in the file CIrrDeviceWin32.cpp on the approximately 200th line, we change
WORD KeyAsc = 0 ...
If anyone has problems with the introduction of Russian (or some other) text, here is the solution:
In the source code of the engine in the file CIrrDeviceWin32.cpp on the approximately 200th line, we change
WORD KeyAsc = 0 ...
- Mon Jul 09, 2018 3:38 pm
- Forum: Beginners Help
- Topic: 2D game with sprites?
- Replies: 10
- Views: 3130
Re: 2D game with sprites?
I had some success implementing an orthographic camera aligned with the IV quadrant at the top-left corner of the screen. There's a few pitfalls, but I managed to create a whole lot of lot of classes derived from the irrlicht classes to work with 2D elements.
Of course, given the orthographic ...
Of course, given the orthographic ...
- Fri Jun 01, 2018 8:14 pm
- Forum: Beginners Help
- Topic: [fixed]Strange circle with billboard and ortho camera
- Replies: 24
- Views: 9413
Re: Strange circle with billboard and ortho camera.
This project was put in the backlog where I'm working, but essentially, I did what hendu suggested and artificially multiplied the Z-value inside my custom classes, which kinda fixed the problem (in the sense that it went away). Of course, this is only true if the ortho camera is created to look ...
- Fri Jun 01, 2018 3:46 pm
- Forum: Beginners Help
- Topic: How to setup a callback?
- Replies: 3
- Views: 979
Re: How to setup a callback?
You need to implement and instance a class derived from IAnimationEndCallBack.
Here's a quick and dirty example :
class AnimEndCallback : public IAnimationEndCallBack
{
public:
void OnAnimationEnd( IAnimatedMeshSceneNode *node)
{
printf("The animation has ended!\r\n");
// Your callback code ...
Here's a quick and dirty example :
class AnimEndCallback : public IAnimationEndCallBack
{
public:
void OnAnimationEnd( IAnimatedMeshSceneNode *node)
{
printf("The animation has ended!\r\n");
// Your callback code ...
- Fri Jun 01, 2018 3:36 pm
- Forum: Bug reports
- Topic: Alpha transparency not working after switching to 1.9
- Replies: 12
- Views: 8852
- Tue May 22, 2018 8:49 pm
- Forum: Beginners Help
- Topic: Loaded Archive File Lists
- Replies: 6
- Views: 1475
Re: Loaded Archive File Lists
Just to be sure I understand correctly. You modify (so essentially, you corrupt) an archive file, and then ask why the code can't read it?
- Fri May 18, 2018 4:07 pm
- Forum: Beginners Help
- Topic: Zlib Compression - PNG Fatal Error
- Replies: 6
- Views: 1336
Re: Zlib Compression - PNG Fatal Error
Since you asked...
Some program or library may decompress the zlib'ed file in chunk, and try to display the chunks individually, instead of stopping the entire process on a bad chunk. Since a PNG is pretty much a zlib'ed BMP, each valid chunk will hold valid bitmap data. And for each invalid chunk ...
Some program or library may decompress the zlib'ed file in chunk, and try to display the chunks individually, instead of stopping the entire process on a bad chunk. Since a PNG is pretty much a zlib'ed BMP, each valid chunk will hold valid bitmap data. And for each invalid chunk ...
- Fri Apr 06, 2018 7:48 pm
- Forum: Beginners Help
- Topic: Bullet Physics Integration
- Replies: 4
- Views: 1634
Re: Bullet Physics Integration
Just my two cents, but here's what I learned from experience.
A debugged library is much better than coding it from scratch. You'll run in all sort of problems that another programmer has already figure out. So even if you use code a bit outdated, you still bring in the experience of the other ...
A debugged library is much better than coding it from scratch. You'll run in all sort of problems that another programmer has already figure out. So even if you use code a bit outdated, you still bring in the experience of the other ...
- Fri Apr 06, 2018 6:18 pm
- Forum: Beginners Help
- Topic: Bullet Physics Integration
- Replies: 4
- Views: 1634
Re: Bullet Physics Integration
There is a forked version that is supposed to work with Irrlicht 1.8.1 : https://github.com/danyalzia/irrBullet
There's also one here : https://github.com/irrmich/irrBullet
Disclaimer : I didn't any of them, though.
There's also one here : https://github.com/irrmich/irrBullet
Disclaimer : I didn't any of them, though.
- Tue Mar 27, 2018 2:56 pm
- Forum: Beginners Help
- Topic: FOV horizontal, vertical
- Replies: 4
- Views: 1854
Re: FOV horizontal, vertical
Congratulation, you've just been awarded the "Post Necromancer" achievement. :)
While we're at it... setFOV() and getFOV() respectively sets and return the vertical field of view (in radians). When you create a camera, it's initialized at "PI / 2.5". You can set the vertical field of view with ...
While we're at it... setFOV() and getFOV() respectively sets and return the vertical field of view (in radians). When you create a camera, it's initialized at "PI / 2.5". You can set the vertical field of view with ...
- Fri Mar 16, 2018 1:08 pm
- Forum: Open Discussion and Dev Announcements
- Topic: DirectX 12 Ever?
- Replies: 16
- Views: 10005
Re: DirectX 12 Ever?
Visual Studio is as good an IDE as any.
In fact, we're doing exactly this here.
In fact, we're doing exactly this here.
- Tue Mar 13, 2018 12:50 pm
- Forum: Game Programming
- Topic: Opinion - Should createDevice throw when returning null?
- Replies: 13
- Views: 9673
Re: Opinion - Should createDevice throw when returning null?
My two cents... I really don't see why/how a try..catch block is cleaner than checking for nullptr.
- Fri Feb 23, 2018 4:54 pm
- Forum: Advanced Help
- Topic: Animated mesh created at runtime.
- Replies: 1
- Views: 1130
Animated mesh created at runtime.
Hi!
I'm reading in the IMeshManipulator help page that :
This exists for fixing problems with wrong imported or exported meshes quickly after loading. It is not intended for doing mesh modifications and/or animations during runtime.
If it's not intended for runtime animation, what is actually ...
I'm reading in the IMeshManipulator help page that :
This exists for fixing problems with wrong imported or exported meshes quickly after loading. It is not intended for doing mesh modifications and/or animations during runtime.
If it's not intended for runtime animation, what is actually ...