Search found 289 matches
- Fri Feb 15, 2008 11:56 pm
- Forum: Beginners Help
- Topic: Heap corruption when accessing texture matrix
- Replies: 5
- Views: 683
Finally found some time again ... yeah you're right. It's one of the too easy solutions you sometimes just don't see. Simply forgot the fact Irrlicht is still linked dynamically so the runtime is running in its own memory area while that isn't the case when linked dynamically... arr... I hate those ...
- Fri Feb 15, 2008 9:39 pm
- Forum: Game Programming
- Topic: air floatation
- Replies: 3
- Views: 1460
- Sat Jan 19, 2008 9:25 pm
- Forum: Beginners Help
- Topic: Irrlicht... or Ogre3D?
- Replies: 44
- Views: 8383
- Sat Jan 19, 2008 8:57 pm
- Forum: Beginners Help
- Topic: Heap corruption when accessing texture matrix
- Replies: 5
- Views: 683
Everything uses the static runtime (release/debug) files as well as the same libs. Tried adding node->getMaterial(0).setTextureMatrix(0, matrix4()); to example 8 and got the same error. Maybe something went wrong converting the projects to vc 2008? (Only one warning related to changed web deployment...
- Sat Jan 19, 2008 7:32 pm
- Forum: Beginners Help
- Topic: Irrlicht... or Ogre3D?
- Replies: 44
- Views: 8383
Imo it's personal preference. Ogre3D offers some more features and might be a little bit more mature but Irrlicht's design is more simple (regarding usability and deployment). For Irrlicht all you'll need is one DLL file (maybe 1 or 2 more if you want extra physics etc.) while Ogre has tons of DLLs ...
- Sat Jan 19, 2008 2:53 pm
- Forum: Beginners Help
- Topic: Heap corruption when accessing texture matrix
- Replies: 5
- Views: 683
Heap corruption when accessing texture matrix
Alright, finally some dumb question to ask here. Just can't find the bug. ;) ISceneNode *node = _smgr->addCubeSceneNode(); node->getMaterial(0).setTexture(0,_driver->getTexture("test.bmp")); node->setMaterialFlag(EMF_LIGHTING,false); So far, everything simple and working. I do a simple mai...
- Sat Jan 19, 2008 1:16 pm
- Forum: Project Announcements
- Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
- Replies: 319
- Views: 103017
It fully depends on the type of your game etc. ;) In a FPS distance based calculations might be useful but in a RTS/simulation you can't do that. Just to name an example having a more or less bad implementation: X³ uses accurate AI/simulation only in the area the player is in. Other areas are less a...
- Sat Jan 19, 2008 1:04 pm
- Forum: Beginners Help
- Topic: Fonts all messed up
- Replies: 6
- Views: 1155
- Sat Jan 19, 2008 12:52 pm
- Forum: Beginners Help
- Topic: building source code
- Replies: 8
- Views: 558
- Sat Jan 19, 2008 12:39 pm
- Forum: Bug reports
- Topic: IRRlicht 1.4 - setGravity, value multiplied
- Replies: 5
- Views: 1089
- Fri Jan 18, 2008 5:06 pm
- Forum: Project Announcements
- Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
- Replies: 319
- Views: 103017
Think I've found a bug - I know I made some mistake somewhere too but it shouldn't happen anyway: I created a waypoint as root, added 2 children waypoints and set their IDs to 0 and 1. Then I added a NPC starting at node 0 - while creating the NPC the program crashes. The AI manager was able to read...
- Thu Jan 17, 2008 3:32 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 2007's Best Projects Nominees
- Replies: 28
- Views: 3554
- Thu Jan 17, 2008 2:02 pm
- Forum: Beginners Help
- Topic: Beginner's Help with IGUI appreciated
- Replies: 4
- Views: 342
Assuming a screen resolution of 640 x 480 and I want the screen to be split into 4 text fields: (Just some pseudo code.) text1 = addstatictext(0,0,320,240); // top left text2 = addstatictext(0,240,320,480); // bottom left text3 = addstatictext(320,0,640,240); // top right text4 = addstatictext(320,2...
- Thu Jan 17, 2008 1:40 pm
- Forum: Code Snippets
- Topic: Dejai's First Game Framework
- Replies: 12
- Views: 4497
- Thu Jan 17, 2008 1:17 pm
- Forum: Beginners Help
- Topic: Graphics Driver
- Replies: 7
- Views: 410
If you're doing 2D only, just increase your texture sizes so they'll become power of two values (see christianclavet's posting above). I guess Dark GDK does the same thing hidden from you. This won't decrease performance as much as the software driver does. :) Also you're missing some quite interest...