Hi,
Recently, my project crashed and the dump file showed that one texture or one font caused
the crash. This is confusing. Because I can guarantee that the texture is successfully loaded by
the video driver.
So I'm wondering that whether the Irrlicht places the texture data on the graphics board ...
Search found 23 matches
- Tue Mar 20, 2018 9:22 am
- Forum: Beginners Help
- Topic: A texture crash problem
- Replies: 1
- Views: 590
- Sat Feb 03, 2018 7:13 am
- Forum: Beginners Help
- Topic: How to release the memory created by SphereSceneNode?
- Replies: 7
- Views: 1326
Re: How to release the memory created by SphereSceneNode?
Thanks, CuteAlien and kklouzal!
I finally solved this memory problem. At the very beginning, I just remove the CDynamicObejct instance I created, I
didn't drop their pointers. After seeing kklouzal's post, I added the pointers' drop to my code, and the memory might
not be released right after the ...
I finally solved this memory problem. At the very beginning, I just remove the CDynamicObejct instance I created, I
didn't drop their pointers. After seeing kklouzal's post, I added the pointers' drop to my code, and the memory might
not be released right after the ...
- Fri Feb 02, 2018 10:35 am
- Forum: Beginners Help
- Topic: How to release the memory created by SphereSceneNode?
- Replies: 7
- Views: 1326
Re: How to release the memory created by SphereSceneNode?
That are code-snippets and you posted. And you left out a function doing the memory management (ballMgr->removeAll and maybe CCollisionMgr also does stuff). So can only comment on the parts you posted:
First it's a little confusing why your CDynamicObject is derived from ISceneNode _and_ does have ...
First it's a little confusing why your CDynamicObject is derived from ISceneNode _and_ does have ...
- Thu Feb 01, 2018 2:34 am
- Forum: Beginners Help
- Topic: How to release the memory created by SphereSceneNode?
- Replies: 7
- Views: 1326
Re: How to release the memory created by SphereSceneNode?
Thanks for your reply! My scene node code is derived from tutorial 3. And my code is here:
#pragma once
#include <irrlicht.h>
using namespace irr;
class CDynamicObject : public scene::ISceneNode
{
core::aabbox3d<f32> Box;
scene::IMeshSceneNode* sphereMesh;
video::SMaterial Material;
video ...
#pragma once
#include <irrlicht.h>
using namespace irr;
class CDynamicObject : public scene::ISceneNode
{
core::aabbox3d<f32> Box;
scene::IMeshSceneNode* sphereMesh;
video::SMaterial Material;
video ...
- Wed Jan 31, 2018 9:37 am
- Forum: Beginners Help
- Topic: How to release the memory created by SphereSceneNode?
- Replies: 7
- Views: 1326
How to release the memory created by SphereSceneNode?
Hi,
I have some trouble releasing the memory of the SphereSceneNode.
I create a class "CSphereObeject" derived from ISceneNode. I add a sphere scene node for each instance of CSphereObject,
by calling "meshSceneNode = SceneManager->addSphereSceneNode(5,16,this)." Notice that the instance of ...
I have some trouble releasing the memory of the SphereSceneNode.
I create a class "CSphereObeject" derived from ISceneNode. I add a sphere scene node for each instance of CSphereObject,
by calling "meshSceneNode = SceneManager->addSphereSceneNode(5,16,this)." Notice that the instance of ...
- Thu Nov 16, 2017 3:51 am
- Forum: Beginners Help
- Topic: terrain and water surface are not supported in irrEdit
- Replies: 2
- Views: 775
terrain and water surface are not supported in irrEdit
Hi,
Recently I tried to build a scene by irrEdit. But when the scene is exported as a ".irr"
file, the terrain and the water surface I created in irrEdit were not supported by Irrlicht.
So I opened the .irr file by a text editor and found that the node type of the terrain and
water surface is ...
Recently I tried to build a scene by irrEdit. But when the scene is exported as a ".irr"
file, the terrain and the water surface I created in irrEdit were not supported by Irrlicht.
So I opened the .irr file by a text editor and found that the node type of the terrain and
water surface is ...
- Thu Nov 16, 2017 2:59 am
- Forum: Beginners Help
- Topic: Loading a 6 Mbyte ".x" model costs 100 seconds?
- Replies: 15
- Views: 2780
Re: Loading a 6 Mbyte ".x" model costs 100 seconds?
Definitely look for a good X exporter for 3DSMAX, there are some very good, The best is KWExport, i hope there is still version for it, but messes the timing with Irrlicht, and saves the time in 3DSMAX tick format: 1 second of animation is composed of 4000 ticks, so the frames are expressed in ...
- Mon Nov 13, 2017 3:11 am
- Forum: Beginners Help
- Topic: Loading a 6 Mbyte ".x" model costs 100 seconds?
- Replies: 15
- Views: 2780
Re: Loading a 6 Mbyte ".x" model costs 100 seconds?
Thanks for your share!Arclamp wrote:I've been using the b3d exporter addon for Blender instead of struggling with x files nowadays.
Also made use of MakeHuman and found some motion capture animations, its these which have gotten large.
- Sat Nov 11, 2017 7:59 am
- Forum: Beginners Help
- Topic: Loading a 6 Mbyte ".x" model costs 100 seconds?
- Replies: 15
- Views: 2780
Re: Loading a 6 Mbyte ".x" model costs 100 seconds?
I've tested with 70mb files without issue.
One thing I can say is, not all Direct X exporters are written equal! (e.g. Blender, 2.7 exports static ok-ish, but need 2.49 for .x anims)
Second, what export options have you got selected, you don't want all the instances, modifiers, custom, etc... but ...
One thing I can say is, not all Direct X exporters are written equal! (e.g. Blender, 2.7 exports static ok-ish, but need 2.49 for .x anims)
Second, what export options have you got selected, you don't want all the instances, modifiers, custom, etc... but ...
- Sat Nov 11, 2017 7:38 am
- Forum: Beginners Help
- Topic: Loading a 6 Mbyte ".x" model costs 100 seconds?
- Replies: 15
- Views: 2780
Re: Loading a 6 Mbyte ".x" model costs 100 seconds?
Yeah, 100 seconds is indeed strange. Maybe some crazy amount of animations in that 6MB or something? Just guessing - if you can send me the model I can run it through profiler here.
And obj format usually has it's textures defined in an .mtl file. If you only have one material I'd rather blame the ...
And obj format usually has it's textures defined in an .mtl file. If you only have one material I'd rather blame the ...
- Fri Nov 10, 2017 9:55 am
- Forum: Beginners Help
- Topic: Loading a 6 Mbyte ".x" model costs 100 seconds?
- Replies: 15
- Views: 2780
Loading a 6 Mbyte ".x" model costs 100 seconds?
The memory size of my .x model is only 6 Mbyte, but smgr->getMesh("1.x") almost costs 100 seconds.
Is this kind of ridiculous? Many games load mesh models that are above 20 Mbyte.
By the way, how to set textures to a tree model in the ".obj" format? I have a texture of the leaf and
a texture of the ...
Is this kind of ridiculous? Many games load mesh models that are above 20 Mbyte.
By the way, how to set textures to a tree model in the ".obj" format? I have a texture of the leaf and
a texture of the ...
- Mon Jun 05, 2017 2:44 am
- Forum: Beginners Help
- Topic: How to load a dae model?
- Replies: 6
- Views: 1703
Re: How to load a dae model?
By the way, what's the recommended model format when loading an animated mesh or a terrain mesh?CuteAlien wrote:Don't know, but probably not. At least I don't remember seeing it in that code. But that loader is rather huge, so maybe I missed it.
- Mon Jun 05, 2017 1:59 am
- Forum: Beginners Help
- Topic: How to load a dae model?
- Replies: 6
- Views: 1703
Re: How to load a dae model?
Thanks a lot!CuteAlien wrote:Don't know, but probably not. At least I don't remember seeing it in that code. But that loader is rather huge, so maybe I missed it.
- Sat Jun 03, 2017 8:20 am
- Forum: Beginners Help
- Topic: How to load a dae model?
- Replies: 6
- Views: 1703
How to load a dae model?
Hi Masters!
I have one question about the attribute "COLLADA_CREATE_SCENE_INSTANCES". If I
disable this attribute, I can only load part of this model, perhaps only one object of
this model is loaded to IMeshSceneNode. If I enable this attribute,I can load all objects,
but the ISceneManager ...
I have one question about the attribute "COLLADA_CREATE_SCENE_INSTANCES". If I
disable this attribute, I can only load part of this model, perhaps only one object of
this model is loaded to IMeshSceneNode. If I enable this attribute,I can load all objects,
but the ISceneManager ...
- Wed May 10, 2017 7:54 am
- Forum: Beginners Help
- Topic: How to display the video stream?
- Replies: 4
- Views: 857
Re: How to display the video stream?
You don't need an IImage. You can directly create a texture with IVideoDriver::addTexture. And ITexture has a lock() function - don't go over IImage - otherwise you ahve to create textures constantly from the IImage which would be slow.
Basically ITexture is closer to the hardware. IImage is an ...
Basically ITexture is closer to the hardware. IImage is an ...