krom,
thx for quick reply!
Well seems like the PLY format suffers from the same problem, if the above code is used.
Even more worse: In conjunction with an OctreeSceneNode even low poly PLY models are not displayed at all!
Using AnimatedMeshSceneNode discards for my purpose,
as OctreeSceneNode ...
Search found 63 matches
- Thu Dec 29, 2011 2:47 pm
- Forum: Beginners Help
- Topic: Import large STL mesh
- Replies: 4
- Views: 1017
- Thu Dec 29, 2011 1:43 am
- Forum: Beginners Help
- Topic: Import large STL mesh
- Replies: 4
- Views: 1017
Import large STL mesh
Hello !
just got into some trouble loading a large mesh from an STL-Fileformat.
The following code works like charme for small STL triangle meshes:
IAnimatedMesh*
ani = smgr->getMesh( "D:\\resources\\Pendant_Seahorse-STL\\Pendant-Seahorse_Part2.stl" );
IMesh* stl =
ani->getMesh(0 ...
just got into some trouble loading a large mesh from an STL-Fileformat.
The following code works like charme for small STL triangle meshes:
IAnimatedMesh*
ani = smgr->getMesh( "D:\\resources\\Pendant_Seahorse-STL\\Pendant-Seahorse_Part2.stl" );
IMesh* stl =
ani->getMesh(0 ...
- Sun Jan 27, 2008 1:51 am
- Forum: Off-topic
- Topic: compiler frustration
- Replies: 2
- Views: 546
solved
got it! :D
My class was inheriting from core::map<unsigned int, CTree&>!
Because i was embossing the template 2nd argument as a Reference <CTree&>
the compiler was throwing the error.
But when i stamp it to a pointer <CTree*> it will compile fine:
class CTree
: public irr::core::map<unsigned ...
My class was inheriting from core::map<unsigned int, CTree&>!
Because i was embossing the template 2nd argument as a Reference <CTree&>
the compiler was throwing the error.
But when i stamp it to a pointer <CTree*> it will compile fine:
class CTree
: public irr::core::map<unsigned ...
- Sun Jan 27, 2008 12:46 am
- Forum: Off-topic
- Topic: compiler frustration
- Replies: 2
- Views: 546
compiler frustration
It's so :(
I tried to compile irrlicht with some 3rd party library.
If i include "irrMap.h" from the API include directory,
then my compiler throws
Error C2529
on compile time.
My compilers help states:
C2529: This error may be fixed by using pointer syntax and declaring a reference to a ...
I tried to compile irrlicht with some 3rd party library.
If i include "irrMap.h" from the API include directory,
then my compiler throws
Error C2529
on compile time.
My compilers help states:
C2529: This error may be fixed by using pointer syntax and declaring a reference to a ...
- Sat Jan 12, 2008 2:40 pm
- Forum: Code Snippets
- Topic: Multiple SceneManager support for SceneNodeFactory
- Replies: 2
- Views: 2896
- Sat Jan 12, 2008 2:02 am
- Forum: Code Snippets
- Topic: Multiple SceneManager support for SceneNodeFactory
- Replies: 2
- Views: 2896
Multiple SceneManager support for SceneNodeFactory
There have been several threads in this forum dealing with
multiple SceneManagers e.g to use with multiple viewports.
Also a scene node factory works fine in a single SceneManager design,
there's a problem using more than one SceneManager,
as each newly created SceneManager by
ISceneManager ...
multiple SceneManagers e.g to use with multiple viewports.
Also a scene node factory works fine in a single SceneManager design,
there's a problem using more than one SceneManager,
as each newly created SceneManager by
ISceneManager ...
- Fri Jan 11, 2008 4:32 pm
- Forum: Advanced Help
- Topic: How to use custom ISceneNodeFactory
- Replies: 2
- Views: 850
- Fri Jan 11, 2008 3:48 pm
- Forum: Advanced Help
- Topic: How to use custom ISceneNodeFactory
- Replies: 2
- Views: 850
How to use custom ISceneNodeFactory
I used to design my custom classes
by aggregating pointers to SceneNodes and other objects (physics, network usw).
But this implies at least overhead in handling access right to the different objects and managing the classes itself.
A more speedy way would be just to inherit
from the build in ...
by aggregating pointers to SceneNodes and other objects (physics, network usw).
But this implies at least overhead in handling access right to the different objects and managing the classes itself.
A more speedy way would be just to inherit
from the build in ...
- Sun Jan 06, 2008 2:28 am
- Forum: Advanced Help
- Topic: Multiple viewports/multiple monitors... DirectX doesn't like
- Replies: 3
- Views: 3633
- Fri Jan 04, 2008 3:45 pm
- Forum: Advanced Help
- Topic: Event receiving in multiple scenes with multiple cameras
- Replies: 0
- Views: 337
Event receiving in multiple scenes with multiple cameras
Hello people,
I experienced a curious problem.
I use multiple scenes with a Maya style camera in each scene to render
each context to fractions of the output device (splitscreens).
I would like to have each camera act on the same user events.
The problem I experienced is, that only the camera ...
I experienced a curious problem.
I use multiple scenes with a Maya style camera in each scene to render
each context to fractions of the output device (splitscreens).
I would like to have each camera act on the same user events.
The problem I experienced is, that only the camera ...
- Wed Dec 26, 2007 5:45 pm
- Forum: Off-topic
- Topic: Energieeinsparung ohne Performanceverlust
- Replies: 3
- Views: 675
- Sun Dec 23, 2007 4:44 pm
- Forum: Off-topic
- Topic: Energieeinsparung ohne Performanceverlust
- Replies: 3
- Views: 675
honorably forum users
Excuse me for violating the
good habits of this creditable forum,
hereby a rough translation
of my upper post:
______________________________________
Hello everybody,
I want to purchase next year new PC hardware for me.
A substantial objective is the energy conservation (as planned semi-passive ...
good habits of this creditable forum,
hereby a rough translation
of my upper post:
______________________________________
Hello everybody,
I want to purchase next year new PC hardware for me.
A substantial objective is the energy conservation (as planned semi-passive ...
- Sun Dec 23, 2007 3:56 pm
- Forum: Off-topic
- Topic: Energieeinsparung ohne Performanceverlust
- Replies: 3
- Views: 675
Energieeinsparung ohne Performanceverlust
Hallo alle,
wollte mir nächstes Jahr neue PC-hardware anschaffen.
Eine wesentliche Zielrichtung ist die Energieeinsparung (geplante semi-passive Kühlung),
Daher interessiert mich, welche features hierfür besonders effizient sind
ohne dass man bei Bedarf performance verliert:
Z.B. Hardwareprofile ...
wollte mir nächstes Jahr neue PC-hardware anschaffen.
Eine wesentliche Zielrichtung ist die Energieeinsparung (geplante semi-passive Kühlung),
Daher interessiert mich, welche features hierfür besonders effizient sind
ohne dass man bei Bedarf performance verliert:
Z.B. Hardwareprofile ...
- Thu Dec 29, 2005 2:26 pm
- Forum: Beginners Help
- Topic: How to secure downcast from IAnimatedMesh
- Replies: 0
- Views: 182
How to secure downcast from IAnimatedMesh
Hello folks,
can anybody attribute the following identifier from
enum E_ANIMATED_MESH_TYPE
to the corresponding IAnimatedMesh derived class ???
EAMT_UNKNOWN
EAMT_MD2
EAMT_MS3D
EAMT_OBJ
EAMT_BSP
EAMT_3DS
EAMT_X
EAMT_MY3D
EAMT_LMTS
EAMT_CSM
EAMTS_OCT
IAnimatedMesh
IAnimatedMeshMD2 ...
can anybody attribute the following identifier from
enum E_ANIMATED_MESH_TYPE
to the corresponding IAnimatedMesh derived class ???
EAMT_UNKNOWN
EAMT_MD2
EAMT_MS3D
EAMT_OBJ
EAMT_BSP
EAMT_3DS
EAMT_X
EAMT_MY3D
EAMT_LMTS
EAMT_CSM
EAMTS_OCT
IAnimatedMesh
IAnimatedMeshMD2 ...
- Fri Dec 16, 2005 9:11 am
- Forum: Bug reports
- Topic: Feature Request: Filename recovery from pointer
- Replies: 2
- Views: 843
Feature Request: Filename recovery from pointer
As pointers to local memory may not be valid when saved and load back from disk or are even sensless by tranfering in network;
- It would be a most valuable feature to recover the corresponding filepath/name from the engine by a given pointer to a texture or mesh.
Suggestion, there may be at least ...
- It would be a most valuable feature to recover the corresponding filepath/name from the engine by a given pointer to a texture or mesh.
Suggestion, there may be at least ...