Search found 63 matches
- Thu Dec 29, 2011 2:47 pm
- Forum: Beginners Help
- Topic: Import large STL mesh
- Replies: 4
- Views: 698
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 allow...
- Thu Dec 29, 2011 1:43 am
- Forum: Beginners Help
- Topic: Import large STL mesh
- Replies: 4
- Views: 698
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" ); ...
- Sun Jan 27, 2008 1:51 am
- Forum: Off-topic
- Topic: compiler frustration
- Replies: 2
- Views: 390
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...
- Sun Jan 27, 2008 12:46 am
- Forum: Off-topic
- Topic: compiler frustration
- Replies: 2
- Views: 390
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 p...
- Sat Jan 12, 2008 2:40 pm
- Forum: Code Snippets
- Topic: Multiple SceneManager support for SceneNodeFactory
- Replies: 2
- Views: 2778
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 irrlicht ...
- Sat Jan 12, 2008 2:02 am
- Forum: Code Snippets
- Topic: Multiple SceneManager support for SceneNodeFactory
- Replies: 2
- Views: 2778
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::createN...
- Fri Jan 11, 2008 4:32 pm
- Forum: Advanced Help
- Topic: How to use custom ISceneNodeFactory
- Replies: 2
- Views: 740
- Fri Jan 11, 2008 3:48 pm
- Forum: Advanced Help
- Topic: How to use custom ISceneNodeFactory
- Replies: 2
- Views: 740
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 classe...
- Sun Jan 06, 2008 2:28 am
- Forum: Advanced Help
- Topic: Multiple viewports/multiple monitors... DirectX doesn't like
- Replies: 3
- Views: 3436
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 onl...
- Fri Jan 04, 2008 3:45 pm
- Forum: Advanced Help
- Topic: Event receiving in multiple scenes with multiple cameras
- Replies: 0
- Views: 290
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 create...
- Wed Dec 26, 2007 5:45 pm
- Forum: Off-topic
- Topic: Energieeinsparung ohne Performanceverlust
- Replies: 3
- Views: 451
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, co...
- Sun Dec 23, 2007 4:44 pm
- Forum: Off-topic
- Topic: Energieeinsparung ohne Performanceverlust
- Replies: 3
- Views: 451
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 cool...
- Sun Dec 23, 2007 3:56 pm
- Forum: Off-topic
- Topic: Energieeinsparung ohne Performanceverlust
- Replies: 3
- Views: 451
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 unt...
- Thu Dec 29, 2005 2:26 pm
- Forum: Beginners Help
- Topic: How to secure downcast from IAnimatedMesh
- Replies: 0
- Views: 133
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 IAnimatedMeshMS3D IA...
- Fri Dec 16, 2005 9:11 am
- Forum: Bug reports
- Topic: Feature Request: Filename recovery from pointer
- Replies: 2
- Views: 760
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 a...