Search found 63 matches

by Thulsa Doom
Thu Dec 29, 2011 2:47 pm
Forum: Beginners Help
Topic: Import large STL mesh
Replies: 4
Views: 1017

Re: Import large STL mesh

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 ...
by Thulsa Doom
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 ...
by Thulsa Doom
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 ...
by Thulsa Doom
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 ...
by Thulsa Doom
Sat Jan 12, 2008 2:40 pm
Forum: Code Snippets
Topic: Multiple SceneManager support for SceneNodeFactory
Replies: 2
Views: 2896

Thank you hybrid
for your inspiring answer.

Yes you are right, that to my knowledge
there are two causalities when nodes
with a wrong SceneManager as parent may be created:
1) storing a factory pointer for later use within custom code
2) running irrlicht in a multiple thread environment
As ...
by Thulsa Doom
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 ...
by Thulsa Doom
Fri Jan 11, 2008 4:32 pm
Forum: Advanced Help
Topic: How to use custom ISceneNodeFactory
Replies: 2
Views: 850

Cool, thx Ico!
Quick post - prompt answer!
I think the use of the MAKE_IRR_ID Macro that
I've found in "ExampleSceneNodePlugin.cpp" from the irredit package solves my problem!
by Thulsa Doom
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 Thulsa Doom
Sun Jan 06, 2008 2:28 am
Forum: Advanced Help
Topic: Multiple viewports/multiple monitors... DirectX doesn't like
Replies: 3
Views: 3633

Hello death_au

The option I prefer is the multiple viewports on the one window
Me too, otherwise one would have to fight with multiple devices and moreover with multiple threads to get it work.

I've already encapsulated the code it in two classes CMainScene and CViewPort.
Yes it works in DirectX ...
by Thulsa Doom
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 ...
by Thulsa Doom
Wed Dec 26, 2007 5:45 pm
Forum: Off-topic
Topic: Energieeinsparung ohne Performanceverlust
Replies: 3
Views: 675

thank you jens for answering!

I completely agree with you that maximum performance excludes low-energy-consumption.
But let us view it a little more differentiated.

In condensed form: Perfomance on demand and energy conservation ulterior.

Besides a general improvement of the degree of efficiency ...
by Thulsa Doom
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 ...
by Thulsa Doom
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 ...
by Thulsa Doom
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 ...
by Thulsa Doom
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 ...