You have a few ways to go about it. If cout was working, you could always just use printf instead.
One, if you want to use system headers, stuff will compile a whole lot faster if you use precompiled headers. It's what they are for, to speed up compiling.
Since you mention the Irrlicht DLL, I'm ...
Search found 28 matches
- Mon Apr 26, 2004 5:54 am
- Forum: Beginners Help
- Topic: Best way to output to the console window?
- Replies: 9
- Views: 1049
- Tue Apr 13, 2004 7:05 pm
- Forum: Advanced Help
- Topic: a solution to levels
- Replies: 2
- Views: 717
- Mon Apr 05, 2004 9:35 pm
- Forum: Beginners Help
- Topic: Converting my game from C to C++
- Replies: 9
- Views: 1912
- Mon Mar 29, 2004 8:33 am
- Forum: Advanced Help
- Topic: Errors in compiling the tutorial for Newton by Mercior
- Replies: 6
- Views: 1569
Re: :-)
Quite the opposite, pre-compiled headers are awesome. Seriously cuts down build time for any non-trivial source file. Especially if you need to include <windows.h>.schick wrote:hehe, precompiled headers are evil
- Sat Mar 20, 2004 1:01 am
- Forum: Beginners Help
- Topic: Rendering without a window?
- Replies: 5
- Views: 762
- Fri Mar 19, 2004 7:44 pm
- Forum: Beginners Help
- Topic: core::rect<>
- Replies: 4
- Views: 710
- Wed Mar 17, 2004 12:17 am
- Forum: Off-topic
- Topic: Windows or Linux
- Replies: 39
- Views: 6135
- Mon Mar 15, 2004 3:30 am
- Forum: Open Discussion and Dev Announcements
- Topic: scripting engine libraries
- Replies: 27
- Views: 4822
I would also bet that AngelScript is faster than both Lua and Python (since it is strongly typed and doesn't have to convert variants into C++ types, and can call the C++ functions directly without proxy functions), but that is probably irrelevant since the processor heavy tasks ought to be written ...
- Fri Feb 27, 2004 6:00 am
- Forum: Project Announcements
- Topic: IXSF -- The Irrlicht XML Scene Format
- Replies: 14
- Views: 8847
- Thu Feb 26, 2004 8:43 pm
- Forum: Project Announcements
- Topic: IXSF -- The Irrlicht XML Scene Format
- Replies: 14
- Views: 8847
- Thu Feb 26, 2004 12:27 am
- Forum: Advanced Help
- Topic: Issues with 0.5
- Replies: 9
- Views: 1916
- Thu Feb 26, 2004 12:23 am
- Forum: Beginners Help
- Topic: Loading and Unloading Meshes
- Replies: 3
- Views: 629
How do you drop a mesh tho?
mesh->drop() doesn't really get rid of it (if you do a load on the same filename later, it returns the pointer to the free'd memory space). So you'll delete the memory for your mesh, but if you ever try to load one with same filename again, you're hosed.
the comment for ...
mesh->drop() doesn't really get rid of it (if you do a load on the same filename later, it returns the pointer to the free'd memory space). So you'll delete the memory for your mesh, but if you ever try to load one with same filename again, you're hosed.
the comment for ...
- Tue Feb 24, 2004 10:36 pm
- Forum: Beginners Help
- Topic: line3d
- Replies: 4
- Views: 871
- Tue Feb 24, 2004 3:04 am
- Forum: Beginners Help
- Topic: objects on walls
- Replies: 5
- Views: 853
Are you attaching the decal to the wall as a child, or is it at the same level in the tree?
If you attach it as a child, I'd guess that it'd get the same transformation as the parent, so you likely just need to offset one of the 3 positions in it's relativePos. May work, as long as you don't end up ...
If you attach it as a child, I'd guess that it'd get the same transformation as the parent, so you likely just need to offset one of the 3 positions in it's relativePos. May work, as long as you don't end up ...
- Tue Feb 24, 2004 3:01 am
- Forum: Beginners Help
- Topic: line3d
- Replies: 4
- Views: 871