Search found 367 matches
- Sun May 24, 2009 7:25 pm
- Forum: Advanced Help
- Topic: Unicode and the Linux FontTool.
- Replies: 3
- Views: 745
- Sat May 23, 2009 8:11 pm
- Forum: Advanced Help
- Topic: Unicode and the Linux FontTool.
- Replies: 3
- Views: 745
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 ...
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 ...
- Sat Jan 28, 2006 6:20 am
- Forum: Advanced Help
- Topic: Possible Irrlicht rendering bug (OpenGL)?
- Replies: 0
- Views: 457
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 ...
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 ...
- Fri Jan 27, 2006 6:35 am
- Forum: Advanced Help
- Topic: My3d and dynamic lighting...
- Replies: 11
- Views: 1573
- Fri Jan 27, 2006 2:18 am
- Forum: Advanced Help
- Topic: My3d and dynamic lighting...
- Replies: 11
- Views: 1573
- Thu Jan 26, 2006 6:31 am
- Forum: Advanced Help
- Topic: My3d and dynamic lighting...
- Replies: 11
- Views: 1573
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 ...
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 ...
- Thu Jan 26, 2006 12:37 am
- Forum: Advanced Help
- Topic: Possible to render objects in front of others?
- Replies: 12
- Views: 1433
- Wed Jan 25, 2006 6:32 am
- Forum: Advanced Help
- Topic: Possible to render objects in front of others?
- Replies: 12
- Views: 1433
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: 1433
- Wed Jan 25, 2006 5:36 am
- Forum: Advanced Help
- Topic: Possible to render objects in front of others?
- Replies: 12
- Views: 1433
- Wed Jan 25, 2006 4:21 am
- Forum: Advanced Help
- Topic: Possible to render objects in front of others?
- Replies: 12
- Views: 1433
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 ...
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 ...
- Sat Jan 21, 2006 1:32 am
- Forum: Off-topic
- Topic: some c++ code
- Replies: 20
- Views: 2282
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: 951
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: 951
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: 908