sorry, for posting wrong :-/
but thanks for the reply. i use orrlicht 0.14, will try it with 1.0 now and also thanks for the reply about how te get rid of directx
i just recompiled irrlicht, because we made some little changes in the engine for our own purpouses. for the recompile i needed to install a directx sdk (so i took the newest i could get from microsoft), for i didn't had the correct libs and headers. well now my application asks for the d3dx9 ...
just wanna say thanks for your save file dialog. Just incuded it into our project. It was exactly what we needed. They should include this into the official Irrlicht release.
Guest: I am also quite new to Irrlicht and I am not so deep into the API itself aswell as in the source of the engine. What you can do is: if you have static meshes, load them as static meshes. I am not sure if "SceneManager:addMeshSceneNode" is really made for use, because up to now I only see the ...
Well first: I solved my little speed problem, thanks for the help. Though I still don't know what happened, I just copied the code to a new project and it worked. Maybe some stupid Problem with the Project settings.
I looked a little bit deeper to the OpenGL source of Irrlicht (I don't know DirectX ...
@needforhint: your demo runs on 64 FPS, seems much better. can you put the code somwhere? maybe if i compare the code i find the problem. and: thanks for your answers
I am very new to Irrlicht but I am testing the gui functionality of Irrlicht, and I maybe had a similar problem. however:
Do your really mean that you have a button or is it a menu Item you are selecting (because you mentioned, that you show a "menu")? Because, if you are using menus and menuItems ...
i was already using direct3d 9.0 and also tried direct3d 8 and opengl, they all result in the same frame rate. well i will try to put "IAnimatedMeshSceneNode* node" out of the loop, but i am afraid this will not change anything, for the drawing is not happening there but in a later loop. but for ...