Search found 367 matches
- Sun May 24, 2009 7:25 pm
- Forum: Advanced Help
- Topic: Unicode and the Linux FontTool.
- Replies: 3
- Views: 579
- Sat May 23, 2009 8:11 pm
- Forum: Advanced Help
- Topic: Unicode and the Linux FontTool.
- Replies: 3
- Views: 579
Unicode and the Linux FontTool.
Hello, I just created a font using the new Linux FontTool (I haven't used Irrlicht for a couple of years, just checking it out again). I must say, I'm very impressed with the new Linux support for font creation. However, I'm seeing one potential problem. On Linux, wchar_t is 4 bytes long while on Wi...
- Sat Jan 28, 2006 6:20 am
- Forum: Advanced Help
- Topic: Possible Irrlicht rendering bug (OpenGL)?
- Replies: 0
- Views: 367
Possible Irrlicht rendering bug (OpenGL)?
Hello, I'm testing a per-pixel lighting script and in most cases it works, however, if I look in the correct direction (fps camera), or if I change the weapon that is displayed on the screen, it becomes VERY weird: If someone could try the scripts (posted below) in one of their irrlicht apps and see...
- Fri Jan 27, 2006 6:35 am
- Forum: Advanced Help
- Topic: My3d and dynamic lighting...
- Replies: 11
- Views: 1028
the point was to see how he used dynamic lights in his app and compare the code with yours. The problem is that there is absolutely no special code to get the dynamic lighting to work. In fact, the my3d object that did have dynamic lighting didn't have a lightmap. :P Very big help: //--------------...
- Fri Jan 27, 2006 2:18 am
- Forum: Advanced Help
- Topic: My3d and dynamic lighting...
- Replies: 11
- Views: 1028
- Thu Jan 26, 2006 6:31 am
- Forum: Advanced Help
- Topic: My3d and dynamic lighting...
- Replies: 11
- Views: 1028
My3d and dynamic lighting...
Hello, Ran into a little problem with the My3d lightmapping... It cannot be effected by dynamic lights at all... I tried setting the material type to EMT_LIGHTMAP_LIGHTING, and setting EMF_LIGHTING to true. No luck! After a forum search, I found a patch that apparently gets BSP dynamic lighting to w...
- Thu Jan 26, 2006 12:37 am
- Forum: Advanced Help
- Topic: Possible to render objects in front of others?
- Replies: 12
- Views: 954
- Wed Jan 25, 2006 6:32 am
- Forum: Advanced Help
- Topic: Possible to render objects in front of others?
- Replies: 12
- Views: 954
ZBuffer is still there... I don't really know how I can help anymore... I simply modified irrlicht to have another render state: ESNRP_SOLID_LAST, and I posted the code to render it. Everything else is in order.
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Motorcycle Tires
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Motorcycle Tires
- Wed Jan 25, 2006 5:43 am
- Forum: Advanced Help
- Topic: Possible to render objects in front of others?
- Replies: 12
- Views: 954
Darn it! It isn't working... // render delayed default objects CurrentRendertime = ESNRP_SOLID_LAST; DelayedSolidNodeList.sort(); // sort by textures for (i=0; i<DelayedSolidNodeList.size(); ++i) { Driver->clearZBuffer(); DelayedSolidNodeList[i].node->render(); } DelayedSolidNodeList.clear(); Someti...
- Wed Jan 25, 2006 5:36 am
- Forum: Advanced Help
- Topic: Possible to render objects in front of others?
- Replies: 12
- Views: 954
- Wed Jan 25, 2006 4:21 am
- Forum: Advanced Help
- Topic: Possible to render objects in front of others?
- Replies: 12
- Views: 954
Possible to render objects in front of others?
Hello, I'm wondering if it is possible to render a 3d object in front of another 3d object no matter what the ZBuffer says. I tried disabling the ZBuffer material flag, it worked, however all the faces were inverted after that (as if that flag flips normals). So I'm wondering if there is a way to fo...
- Sat Jan 21, 2006 1:32 am
- Forum: Off-topic
- Topic: some c++ code
- Replies: 20
- Views: 1281
Try replacing:
if(!isInt(blah))
with:
else
and you should get a nice 'nope' string.
I could help more if I knew what the isdigit function did. Anyway, all the other code looks good to me.
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PERUVIAN RECIPES
if(!isInt(blah))
with:
else
and you should get a nice 'nope' string.
I could help more if I knew what the isdigit function did. Anyway, all the other code looks good to me.
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PERUVIAN RECIPES
- Wed Jan 18, 2006 6:16 am
- Forum: Advanced Help
- Topic: Device cleanup crash.
- Replies: 7
- Views: 613
AND now I seemed to figure it out.. I was being an idiot somewhere in my code by placing an ISceneNode*->drop() instead of ISceneNode*->remove(). WTF was I thinking?! XD
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HALF-BAKED
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HALF-BAKED
- Wed Jan 18, 2006 6:11 am
- Forum: Advanced Help
- Topic: Device cleanup crash.
- Replies: 7
- Views: 613
OK, after some more debugging, inside of the drop function, I know the following information:
ReferenceCount = -17891602
DebugName = 0xBAADF00D
So I can't even figure out what is crashing it!
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RAMBLER AMERICAN HISTORY
ReferenceCount = -17891602
DebugName = 0xBAADF00D
So I can't even figure out what is crashing it!
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RAMBLER AMERICAN HISTORY
- Wed Jan 18, 2006 5:45 am
- Forum: Advanced Help
- Topic: mesh's and animations
- Replies: 5
- Views: 691
If I use milkshape to make my 3d model how do I include all my animations and then trigger the animation I want instead of them all running one after the other? Just use the IAnimatedMeshSceneNodes's setFrameLoop function. ps. another question, can you have a program open 2 different application wi...