How is it screwing up your mouse control? I might be able to help figure it out if you post a bit of your code and explain the problem in detail.
-Pharoseer
Search found 5 matches
- Fri Mar 04, 2005 8:20 pm
- Forum: Beginners Help
- Topic: Can you create a viewport?
- Replies: 6
- Views: 702
- Fri Mar 04, 2005 2:43 pm
- Forum: Beginners Help
- Topic: [solved] Basic Movement from the turorial
- Replies: 3
- Views: 607
It took me a second but I spotted your problem. At the top you have a declaration: scene::ISceneNode* node1 = 0; then down in your main function you have the declaration: IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode( mesh ); See the problem? You're moving node1, but it's the GLOBAL...
- Fri Mar 04, 2005 2:26 pm
- Forum: Beginners Help
- Topic: Can you create a viewport?
- Replies: 6
- Views: 702
Hi General Kip, Check out the Splitscreen tutorial by Max Winkel: Click Here He shows how to use 4 different cameras at once, with each drawing to different parts of the screen. If that doesn't help I can post a small code sample as I'm working on a tutorial of my own that utilizes the ideas put for...
- Thu Feb 24, 2005 1:45 pm
- Forum: Advanced Help
- Topic: texturing in a custom scene node
- Replies: 3
- Views: 873
I don't know if you're still working on this, but for the sake of you and anyone else running into this problem, here's my thoughts on it. I started teaching myself OpenGL a while back using tutorials on nehe.gamedev.net and I distinctly remember (maybe incorrectly) that in the lesson involving text...
- Wed Sep 03, 2003 7:02 am
- Forum: Beginners Help
- Topic: Figured out my problem, thought I'd post it anyway
- Replies: 2
- Views: 2834
Figured out my problem, thought I'd post it anyway
I'm using .NET and after downloading Irrlicht 0.4, I couldn't even run the Hello World example from the IDE without getting the following error: Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with on...