Search found 4 matches

by Amarth
Fri Apr 21, 2006 11:28 pm
Forum: Beginners Help
Topic: That 'big outdoor map' question again...
Replies: 4
Views: 573

Erm... why? I have at the moment a level from 0,0 to 2000000,2000000. Should I change this? It works until now... Taking up how much memory? Or, how detailed is it? And how scalable is it? You're not going to be able to do something that is a couple of magnitudes more, because of floating point ...
by Amarth
Thu Apr 20, 2006 8:18 pm
Forum: Beginners Help
Topic: That 'big outdoor map' question again...
Replies: 4
Views: 573

That 'big outdoor map' question again...

Well, I've searched the net and these forum a bit, but I still don't manage to get the idea working... I know it has been asked quite a few time ago, but please forgive me.

Anyway, how to manage a potentially infinite seamless outdoor map? I know about the theory: just hold a small amount of the ...
by Amarth
Wed Apr 19, 2006 6:26 pm
Forum: Project Announcements
Topic: Tree Scene Node v2.1
Replies: 234
Views: 198277

Klasker wrote:Hmm.. I thought local arrays of variable size were supported by all compilers. Guess not.
You should be able to fix it easily like this:

Code: Select all

core::array<core::vector3df> directions;
directions.set_used( radVerts );
Yes, that did it. Well, thanks a lot for this piece of code, it's beautiful!
by Amarth
Tue Apr 18, 2006 9:07 pm
Forum: Project Announcements
Topic: Tree Scene Node v2.1
Replies: 234
Views: 198277

Doesn't compile here...
CTreeSceneNode.cpp
.\CTreeSceneNode.cpp(361) : error C2057: expected constant expression
.\CTreeSceneNode.cpp(361) : error C2466: cannot allocate an array of constant size 0
.\CTreeSceneNode.cpp(361) : error C2133: 'directions' : unknown size
That's on the line
core ...