Search found 18 matches
- Mon Jun 23, 2008 4:04 pm
- Forum: Beginners Help
- Topic: Exporting transformed mesh polys (as DXF)
- Replies: 2
- Views: 121
Exporting transformed mesh polys (as DXF)
Hello one and all, My goal is to export triangle geometry *from* irrlicht into an ASCII file -- AutoCAD .DXF. I'm starting with a cylinder primitive at (0, 0, 0), which I scale, rotate, and translate into place to fit my needs. I've imported an OBJ file (a cylinder primitive) into irr::scene::IMesh ...
- Thu Mar 22, 2007 4:00 am
- Forum: Beginners Help
- Topic: OpenGL support in Vista (64-bit)
- Replies: 3
- Views: 226
That's encouraging...
Thanks, Hybrid, for your note.
I'm still keen to hear from someone running Vista 64-bit (business) who is able to compile Irrlicht OpenGL apps in Visual Studio 2005. Pretty specific, I know!
Many thanks,
-Kevin
I'm still keen to hear from someone running Vista 64-bit (business) who is able to compile Irrlicht OpenGL apps in Visual Studio 2005. Pretty specific, I know!
Many thanks,
-Kevin
- Thu Mar 22, 2007 12:52 am
- Forum: Beginners Help
- Topic: OpenGL support in Vista (64-bit)
- Replies: 3
- Views: 226
OpenGL support in Vista (64-bit)
I haven't installed Vista 64-bit, but would like to in hopes of solving a few long-standing driver problems. Yesterday at SD West (The annaul Software Developer conference in the silicon valley), I spoke with Jono Wells, the person at Microsoft responsible for seeing that Visual Studio 2005 works wi...
- Wed Feb 28, 2007 6:08 pm
- Forum: Beginners Help
- Topic: correct use of setDebugDataVisible
- Replies: 3
- Views: 349
Thanks, Acki
Thanks for your reply -- a good suggestion. I'm actually able to do collision with these meshes, even the ones I can't see a bounding box for. Both bounding box and fine selectors are both working for my meshes, so I'm able to perform picking etc. but again I'm not to see the bounding box. Very stra...
- Wed Feb 28, 2007 7:24 am
- Forum: Beginners Help
- Topic: correct use of setDebugDataVisible
- Replies: 3
- Views: 349
correct use of setDebugDataVisible
I'd like to toggle a bounding box on and off when a particular node is highlighted in the editor I'm writing. In the small excerpt below, I'm using 'getSceneNodeFromId' to access a given node, and 'setDebugDataVisible' to toggle that node's visibility based on a bitmask. I also turn real lighting on...
- Fri Aug 25, 2006 6:16 am
- Forum: Beginners Help
- Topic: Irrlicht with wxWidget, no win32
- Replies: 14
- Views: 1319
param.WindowId
I don't have an actual C++ example to show you, but it does work. //psuedo code wxDialog *Dlg = new wxDialog(-1, "Test", wxPoint(0,0), wxSize(400,400)); SIrrlichtCreationParameters params; params.WindowId = Dlg->GetHandle(); params.DriverType = EDT_OPENGL; params.WindowSize = dimension2d(...
- Fri Aug 25, 2006 4:59 am
- Forum: Beginners Help
- Topic: Repaint issue in wxWidgets
- Replies: 2
- Views: 348
Did you find a solution?
I'm in the same boat. Actually, you're one step ahead of me--I still haven't managed to render an Irrlicht window within wxWidgets.
Did you ever find any help or push along on your own?
-Kevin
Did you ever find any help or push along on your own?
-Kevin
- Thu Aug 24, 2006 3:57 pm
- Forum: Beginners Help
- Topic: irrEdit-style wxWidgets & Irrlicht integration
- Replies: 2
- Views: 392
Link errors fixed, on to integration
With many thanks to Ryan Pusztai, I solved the linker problems posted above. He noticed that I was missing user32.lib in the linker settings. For a working Code::Blocks project, see: www.insightdigital.org/Ryan/integration_test.7z Now, I'm looking carefully at the bits and pieces available from Nico...
- Thu Aug 24, 2006 6:51 am
- Forum: Beginners Help
- Topic: irrEdit-style wxWidgets & Irrlicht integration
- Replies: 2
- Views: 392
irrEdit-style wxWidgets & Irrlicht integration
I write Irrlicht apps using VC+ 2005, with Code::Blocks as my IDE. Recently, thanks to the emminently helpful Ryan Pusztai & his wxPack, I've ben able to successfully integrate wxWidgets into the above setup. Unfortunately, I'm having a bit of trouble getting Irrlicht and wxWidgets to play nice ...
- Fri Aug 18, 2006 6:15 am
- Forum: Beginners Help
- Topic: xwWidgets, Irrlicht & VC++ 2005
- Replies: 5
- Views: 664
GUI recommendations? (wxWidgets / Irrlicht)
Thanks, zenaku! I'm interested to see if any C++ folks have any wise words about approaching a GUI using wxWidgets. As I noted above, Nico's results are quite encouraging, so I surprised not to see more activity on this topic in the forums. (Of course, I could be looking in the wrong spots!) If anyb...
- Thu Aug 17, 2006 7:59 pm
- Forum: Beginners Help
- Topic: xwWidgets, Irrlicht & VC++ 2005
- Replies: 5
- Views: 664
Performance of wxWidgets & Irrlicht?
Sorry the example is not C++ but it should be pretty straightforward to convert it from Lua. The sample is actually a conversion from the c++ project 14.win32window. You could probably copy that project and modify it according to the sample above. Thanks, zenaku, and no worries about C++ vs. Lua co...
- Wed Aug 16, 2006 7:10 pm
- Forum: Beginners Help
- Topic: Handling separate objects & groups during .3DS import
- Replies: 11
- Views: 429
Multiple meshes
Based on what hybrid has written, it seems I should abandon the idea of importing a single .3DS file containing many separate objects in Irrlicht, in favor of a 'one object per file' approach. Perhaps Collada makes sense, since (as I understand it) Irrlicht will read multiple objects from Collada fo...
- Wed Aug 16, 2006 6:16 pm
- Forum: Beginners Help
- Topic: xwWidgets, Irrlicht & VC++ 2005
- Replies: 5
- Views: 664
xwWidgets, Irrlicht & VC++ 2005
Like many people, I was excited to see how Nico managed to wrap a lovely wxWidgets GUI around Irrlicht with his IrrEdit 0.3 project (http://irredit.irrlicht3d.org/index.html). On his blog, he offers a quick howto on the integration process: http://www.irrlicht3d.org/pivot/entry.php?id=347. However, ...
- Wed Aug 16, 2006 5:36 pm
- Forum: Beginners Help
- Topic: Handling separate objects & groups during .3DS import
- Replies: 11
- Views: 429
...access to meshbuffers is not really as simple as you might want it. They don't have names, the ordering is defined by each loader separately. In most cases access to meshbuffers is done uniformly across all buffers. Thanks, this is useful. If mesh buffers aren't named and access is done globally...
- Wed Aug 16, 2006 2:01 am
- Forum: Beginners Help
- Topic: Handling separate objects & groups during .3DS import
- Replies: 11
- Views: 429
mesh buffers
...the hierarchical structure of the objects require that all objects are part of one mesh in Irrlicht. The same holds for animated meshes, which are based on several objects which are connected and animated. Thanks once again for a quick reply, hybrid! You're quite right, of course, but my questio...