I'll give that a try. assimp-vc142-mtd.lib is the assimp lib. IrrAssimp doesn't have a lib, the github just says "The files of the subfolder "IrrAssimp" included in your project."
I am trying to get animated meshes working in Irrlicht but have no idea how to convert my animated model to a b3d or similar. However, I've managed to find the library IrrAssimp and I'm currently trying to get that set up so I can use animated FBX models in Irrlicht.
Yeah, you were right. I moved the EventReceiver to my GraphicsSubsystem class in the header file and I can use it without any errors. I won't be making that mistake again.
I tried what Seven suggested and it didn't return or log anything so I tried what CuteAlien suggested and compiled Irrlicht in Debug mode.
Thank you so much, I should have thought of this earlier but I'm an idiot. With Irrlicht compiled in Debug Mode, this is where the exception is thrown:
I've changed my Event Handler and the way I dispose of events a bit and it seems to be working now though I still have no idea what the problem is and I still can't spawn in new GameObjects. The reason I'm so confused is the same exact code for the Event Handler I ...
Apologies, I should have taken a clearer snip and explained it better.
The event I'm deleting isn't an IrrIMGUI event, it's my own event class I have created for this project. I have an Event Handler class with a list of Event pointers which I retrieve with GetEvents(). When I press a key, move the ...
I'm having a huge problem using the OpenGL renderer with Irrlicht and it's driving me insane, I'd appreciate any help with it.
So I'm working on a very basic game engine for my university coursework and I'm using Irrlicht for the graphics part. I've set up a basic scene with a few models and ...
I'm working on project for university and I have decided to use Irrlicht for the graphics. I've set up a basic scene easily enough, but I tried to add a big plane model to my scene to act as a floor and for some reason it was invisible.
I did some trial and error, reduced the size a bit and ...