Hm, strange - even copy-pasted the line you used for compiling. Usually it's the newer GCC's adding warnings, not removing them ;-)
edit: I made a fix in [r6672] which should remove that warning.
Search found 9647 matches
- Sat May 11, 2024 8:54 am
- Forum: Bug reports
- Topic: Irrlicht unit tests
- Replies: 53
- Views: 15448
- Fri May 10, 2024 9:01 pm
- Forum: Bug reports
- Topic: Irrlicht unit tests
- Replies: 53
- Views: 15448
Re: Irrlicht unit tests
Thanks, I get most as well. Fixed the trivial ones, will have to check the rest. But currently still struggling with another report.
Not getting the printf one btw, I guess Ubuntu has newer gcc version by now than my Debian stable (still gcc 12.2.0 here).
Not getting the printf one btw, I guess Ubuntu has newer gcc version by now than my Debian stable (still gcc 12.2.0 here).
- Thu May 09, 2024 4:18 pm
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 405
- Views: 139431
Re: The latest SVN bugs thread
Thanks, those in CGUITreeView are new I think. I'll check them. (edit: fixed in [r6622])
The others should only show up when compiling in debug and are correct. Meaning - those things are not handled so far and those warnings remind us about that.
The others should only show up when compiling in debug and are correct. Meaning - those things are not handled so far and those warnings remind us about that.
- Sun May 05, 2024 3:12 pm
- Forum: Beginners Help
- Topic: [VISUAL STUDIO] How to change the height of a title bar?
- Replies: 4
- Views: 55
Re: [VISUAL STUDIO] How to change the height of a title bar?
Cool, didn't know SDL2 has this flag already.
- Sun May 05, 2024 10:33 am
- Forum: Beginners Help
- Topic: [VISUAL STUDIO] How to change the height of a title bar?
- Replies: 4
- Views: 55
Re: [VISUAL STUDIO] How to change the height of a title bar?
Tiny bit Irrlicht as you need the HWND for the Windows API functions. You can get that with IVideoDriver::getExposedVideoData(). And maybe Irrlicht should start offering a new fullscreen-mode with hidden title-bar. I read just a few days ago most fullscreen games do that by now as the old style Irrl...
- Wed May 01, 2024 12:51 pm
- Forum: Beginners Help
- Topic: addToDeletionQueue and drop() causing my application to crash
- Replies: 6
- Views: 92
Re: addToDeletionQueue and drop() causing my application to crash
OK, problem in that case is that you add it to the deletion qeue over and over every loop. In theory - in reality it'll crash second time you do that. It doesn't check if what you try to delete still can be deleted, but trusts you there. You could for example set cube1 to 0 after adding it and only ...
- Tue Apr 30, 2024 3:03 pm
- Forum: Beginners Help
- Topic: addToDeletionQueue and drop() causing my application to crash
- Replies: 6
- Views: 92
Re: addToDeletionQueue and drop() causing my application to crash
No, my example doesn't crash. Tested with 1.8 and trunk. If that code crashes then I'd guess something in your setup isn't correct. Like maybe it uses the wrong header/library combination (in case you work with more than one version of Irrlicht).
- Tue Apr 30, 2024 10:22 am
- Forum: Beginners Help
- Topic: addToDeletionQueue and drop() causing my application to crash
- Replies: 6
- Views: 92
Re: addToDeletionQueue and drop() causing my application to crash
I don't think that's the full code. First one shouldn't crash and doesn't in tests here: #include <irrlicht.h> using namespace irr; #ifdef _MSC_VER #pragma comment(lib, "Irrlicht.lib") #endif int main(int argc, char *argv[]) { IrrlichtDevice * Device = createDevice(video::EDT_OPENGL, core:...
- Sat Apr 27, 2024 6:38 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Windows windows
- Replies: 1
- Views: 38
Re: Windows windows
I'm currently working with WTL, which is similar to MFC, but slightly more c++ oriented. Basically a wrapper around the native Windows API. Works mostly OK, thought I do run into some troubles once in a while (but getting Windows UI to do what you expect it to is often surprisingly hard). MFC probab...
- Sat Apr 27, 2024 6:14 pm
- Forum: Open Discussion and Dev Announcements
- Topic: CustomPresenter for embedding Irrlicht in GTK etc
- Replies: 11
- Views: 2582
Re: CustomPresenter for embedding Irrlicht in GTK etc
Qt is open source. You just have to be fine with gpl or lgpl 3.0 license: https://www.qt.io/download-open-source In short - as long as your software is also open source you are free to use it. KDE desktop on Linux does use it for example. edit: Actually the parts under lgpl should also be useable in...
- Wed Apr 24, 2024 7:07 pm
- Forum: Open Discussion and Dev Announcements
- Topic: [solved] SVN trunk and 1.9 without dll and Window 7.1 SDK
- Replies: 11
- Views: 1407
Re: [solved] SVN trunk and 1.9 without dll and Window 7.1 SDK
Tons of differences between 1.8.5 and 1.9, but most stuff works the same.
The .sln files are for different Visual Studio versions. Use the latest unless you have a specific reason to use an older VS (like developing for Window 98 or something).
The .sln files are for different Visual Studio versions. Use the latest unless you have a specific reason to use an older VS (like developing for Window 98 or something).
- Tue Apr 23, 2024 10:46 am
- Forum: Open Discussion and Dev Announcements
- Topic: [solved] SVN trunk and 1.9 without dll and Window 7.1 SDK
- Replies: 11
- Views: 1407
Re: [solved] SVN trunk and 1.9 without dll and Window 7.1 SDK
Good question... please write once you figured it out :-) From what I get from Microsoft website it sounds like legacy Direct X SDK is a bit update version compared to 7.1 SDK. But no guarantees.
- Fri Apr 19, 2024 1:39 pm
- Forum: Code Snippets
- Topic: Updated wxIrrlicht
- Replies: 18
- Views: 4647
Re: Updated wxIrrlicht
Irrlicht should probably user multimedia timers on Windows some day. I'll look into that at some point. But unlikely for Irrlicht 1.9. Falling through floors is an old thing in 3d, not just new engines ;-) And it's sometimes, but not always about timers. The timer part can be avoided by using a fixe...
- Wed Apr 17, 2024 10:26 pm
- Forum: Advanced Help
- Topic: How to get reference to active shader program in OpenGLDriver?
- Replies: 5
- Views: 167
Re: How to get reference to active shader program in OpenGLDriver?
OK. To get back to your original question once more. You can get the IMaterialRenderer* from the video-driver via driver->getMaterialRenderer for a given material (SMaterial::MaterialType). It doesn't pass through the opengl stuff, but as you seem to be allowed to modify sources: in your case IMater...
- Wed Apr 17, 2024 9:40 pm
- Forum: Advanced Help
- Topic: How to get reference to active shader program in OpenGLDriver?
- Replies: 5
- Views: 167
Re: How to get reference to active shader program in OpenGLDriver?
You don't need normals? I tend to need those (edit: thought I learned recenly how specific optimized voxel engines can work when watching this video: https://www.youtube.com/watch?v=40JzyaOYJeY I guess Irrlicht starts getting more in the way than helping once you go that far). May I ask what the Con...