Search found 14174 matches
- Wed Jul 16, 2014 2:56 pm
- Forum: Project Announcements
- Topic: Sokoban Challenge [Android]
- Replies: 4
- Views: 3580
Re: Sokoban Challenge [Android]
Very nice - again! Also loved the momory cube. What I was really puzzled about was the "controller". Maybe it would help people like me if there were arrows on all four sides of the cross. But otherwise really nice design, good graphics, cool gameplay implementation.
- Fri Jul 11, 2014 1:20 pm
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 407
- Views: 147112
Re: The latest SVN bugs thread
Thanks for mentioning, both create*loaders are now under the same define.
- Thu Jul 10, 2014 1:07 pm
- Forum: Beginners Help
- Topic: [SOLVED] When exactly is the getMeshBufferCount() > 1
- Replies: 15
- Views: 1299
Re: When exactly is the getMeshBufferCount() > 1
Still, your mesh could have more than one meshbuffer. For example if you have more than 65k polys and a loader supporting this. Or if your mesh type (and obj does) support groups. These are usually kept in Irrlicht as well, as they might be intended for further use. Say, if you store multiple parts ...
- Thu Jul 10, 2014 1:02 pm
- Forum: Beginners Help
- Topic: How to get system time?
- Replies: 3
- Views: 721
Re: How to get system time?
Yeah, so first line (even no error here) indicates quite obviously that you access an uninitialized NULL pointer. Which you should never do.
- Wed Jul 09, 2014 8:44 am
- Forum: Beginners Help
- Topic: [SOLVED] Reading indices from a mesh with Triangle Strips
- Replies: 2
- Views: 585
Re: Reading indices from a mesh constructed with Triangle St
In case they are stored differently in a mesh file they are converted by the loader.
- Wed Jul 09, 2014 8:38 am
- Forum: Beginners Help
- Topic: Render To Texture: Z-Buffer Error using DirectX 9 driver
- Replies: 4
- Views: 1795
Re: Render To Texture: Z-Buffer Error using DirectX 9 driver
Maybe you just have some standard z-fighting occuring? This problem has been so vague that we cannot say anything about whether there even was a real problem inside Irrlicht or not.
- Thu Jul 03, 2014 9:01 am
- Forum: Beginners Help
- Topic: Help with CDynamicMeshBuffer
- Replies: 6
- Views: 1210
Re: Help with CDynamicMeshBuffer
Well, actually this looks like a crash inside the driver. This might happen due to some severely wrong setup of your mesh, yes, but it's quite unlikely. Maybe it's more a problem of using a 32bit driver under 64bit Windows?!
- Thu Jul 03, 2014 8:59 am
- Forum: Advanced Help
- Topic: Rename Irrlicht.dll
- Replies: 30
- Views: 4249
Re: Rename Irrlicht.dll
You need to recompile Irrlicht as static, there's a dedicated build target for that. Then you need to define the IRR_STATIC also when compiling your code (esp. when linking). The Irrlicht.a file will fully dissolve into your executable then. Dev-C++ is unsupported, though, so you may have to copy ov...
- Wed Jul 02, 2014 3:20 pm
- Forum: Beginners Help
- Topic: Help with CDynamicMeshBuffer
- Replies: 6
- Views: 1210
Re: Help with CDynamicMeshBuffer
Maybe try to drop buf only at the end of the insertion. Also try to debug which things are actually crashing.
- Wed Jul 02, 2014 3:18 pm
- Forum: Beginners Help
- Topic: user interface
- Replies: 4
- Views: 805
Re: user interface
Integration of other GUI frameworks like CEGUI (GUI only) or QT (can also integrate other things, not only GUI) are explained either with the toolkits or in several examples on the forum and/or the wiki.
- Wed Jul 02, 2014 11:38 am
- Forum: Beginners Help
- Topic: Disable antialias on Render to texture
- Replies: 10
- Views: 1217
Re: Disable antialias on Render to texture
drawAll without beginScene and endScene could be problematic. 2d Material does not affect drawAll calls, which are all 3d (at least from setup point of view). 1.7.x is quite outdated and hard to assess which things have been fixed already.
- Wed Jul 02, 2014 7:48 am
- Forum: Beginners Help
- Topic: Disable antialias on Render to texture
- Replies: 10
- Views: 1217
Re: Disable antialias on Render to texture
So how do you render the textures, and are you sure that it's AA and not just bilinear filters? For 2D drawing, you could disable AA with the 2d override material, in case it is enabled by default.
- Wed Jul 02, 2014 7:43 am
- Forum: Beginners Help
- Topic: user interface
- Replies: 4
- Views: 805
Re: user interface
What's wrong with the GUI editor of Irrlicht?
- Wed Jul 02, 2014 7:32 am
- Forum: Advanced Help
- Topic: Which OpenGL feature/extension for EMT_REFLECTION_2_LAYER?
- Replies: 5
- Views: 1131
Re: Which OpenGL feature/extension for EMT_REFLECTION_2_LAYE
Well, two problems here with your "discussion", and why it probably got no answers from someone else. First is that you speculate about "extensions", which are absolutely not required or used in the engine, so even the first post was quite problematic to understand where you want...
- Tue Jul 01, 2014 7:38 am
- Forum: Beginners Help
- Topic: Setting transparency in irrlicht scene
- Replies: 3
- Views: 742
Re: Setting transparency in irrlicht scene
But most platforms do not support the proper transparent window creation, IIRC. It is only used to choose a screen mode with 32bit pixels.