Search found 114 matches
- Mon Aug 28, 2006 7:50 am
- Forum: Irrlicht.NET
- Topic: Light map options with Irrlicht.net?
- Replies: 6
- Views: 3322
Now I'm left wondering which of the three .NET ports is best though, the official port, DeusXL's port, or the native C# port? My gut is telling me to go with the official port since that one has proper documentation which always helps a bunch, and I used the official to hack up the hello world exam...
- Mon Aug 28, 2006 7:32 am
- Forum: Project Announcements
- Topic: Irrlicht .NET CP
- Replies: 75
- Views: 13687
- Sun Aug 27, 2006 11:05 am
- Forum: Project Announcements
- Topic: Irrlicht .NET CP
- Replies: 75
- Views: 13687
Shoarc => Thanks for the report, I thought I had converted successfully all examples of Irrlicht but there may be a bug everywhere and anywhere actually. I'll fix it :) dmoonfire => Thanks for the typo, There must be a lot of problems because I wrote the code really quickly and sometimes, late at ni...
- Sat Aug 12, 2006 1:17 am
- Forum: Project Announcements
- Topic: Irrlicht .NET CP
- Replies: 75
- Views: 13687
- Thu Aug 10, 2006 4:55 pm
- Forum: Project Announcements
- Topic: Irrlicht .NET CP
- Replies: 75
- Views: 13687
Here we are, I'll soon go for one month far from any broadband connection so I decided to release the 0.4 (actually a pre-release unfortunately) which, as a main feature, supports Irrlicht 1.1 ! Irrlicht .NET CP 0.4 : -Corrected F Key enumeration (thanks to Rowan Lewis) -Added Vector2D structure (th...
- Tue Aug 01, 2006 8:37 pm
- Forum: Project Announcements
- Topic: Irrlicht .NET CP
- Replies: 75
- Views: 13687
- Tue Jul 25, 2006 10:10 am
- Forum: Irrlicht.NET
- Topic: Irrlicht# (aka the C# port of Irrlicht) Status
- Replies: 8
- Views: 3204
- Thu Jul 20, 2006 5:26 pm
- Forum: Project Announcements
- Topic: Irrlicht .NET CP
- Replies: 75
- Views: 13687
Unfortunately for me, all the terrain meshes I've made in blender export inverted, so I searched and found this code: irr::scene::IMeshManipulator has a member flipSurfaces (IMesh *mesh) Which flips the mesh... however I can't figure out how to do this with .net :/ I think the wrapper for the meshm...
- Thu Jul 20, 2006 6:47 am
- Forum: Project Announcements
- Topic: Irrlicht .NET CP
- Replies: 75
- Views: 13687
(0, 0, 0) is the default position for a node, I removed some overloads with position and that's many nodes do not have position in their creation function because they are automatically positioned to (0, 0, 0). Actually I wanted to reduce creation functions and you would only need to set : Scene.Add...
- Thu Jul 20, 2006 6:25 am
- Forum: Project Announcements
- Topic: Irrlicht .NET CP
- Replies: 75
- Views: 13687
sh1ny => Again thanks but i did not understand what you meant : Ops and yea i also changed the billboard scene to actually use the vector for position, dunno why you made it use vector3d(0,0,0) ? buhatkj => As I told you, the performance difference must be really low because even with some sort of P...
- Wed Jul 19, 2006 10:56 pm
- Forum: Project Announcements
- Topic: Irrlicht .NET CP
- Replies: 75
- Views: 13687
- Wed Jul 19, 2006 5:07 pm
- Forum: Project Announcements
- Topic: Irrlicht .NET CP
- Replies: 75
- Views: 13687
Thanks, fixedRowan Lewis wrote:Oh, before I forget, you might want to fix the 'F' key:
Code: Select all
Key_E = 0x45, // E key F = 0x46, // F key Key_G = 0x47, // G key
- Wed Jul 19, 2006 10:43 am
- Forum: Irrlicht.NET
- Topic: Terrain + water in C#
- Replies: 13
- Views: 5034
- Wed Jul 19, 2006 8:38 am
- Forum: Irrlicht.NET
- Topic: Terrain + water in C#
- Replies: 13
- Views: 5034
- Wed Jul 19, 2006 8:29 am
- Forum: Project Announcements
- Topic: Irrlicht .NET CP
- Replies: 75
- Views: 13687