Search found 34 matches

by jonasled
Fri Jul 02, 2010 11:09 pm
Forum: Beginners Help
Topic: Chase cam sample code
Replies: 2
Views: 581

Chase cam sample code

I'm looking for some sample code to implement a chase cam for a third person game. Suliman's code in the wiki does not work properly and the same goes for every other third person/chase cam code that I have been able to locate in the forums. The problem in most cases seems to be that the code is old...
by jonasled
Thu Aug 28, 2008 6:39 pm
Forum: Advanced Help
Topic: SketchUp model loader
Replies: 1
Views: 561

SketchUp model loader

Have anyone written a loader for Google SketchUp models (.skp)? There is a huge amount of skp models that are easy to find and could be used in Irrlicht. It would be really cool to have such a loader for Irrlicht! If you are sitting on one, please consider sharing. Converting is always a hassle and ...
by jonasled
Sat Jul 05, 2008 7:46 pm
Forum: Bug reports
Topic: CXMeshFileLoader
Replies: 1
Views: 361

This is my hotfix: // read non triangulated face material index count //const u32 nFaceIndices = readInt(); u32 nFaceIndices = readInt(); if (nFaceIndices != mesh.IndexCountPerFace.size()) { os::Printer::log("Index count per face not equal to face material index count in x file. Assuming same m...
by jonasled
Sat Jul 05, 2008 7:11 pm
Forum: Bug reports
Topic: CXMeshFileLoader
Replies: 1
Views: 361

CXMeshFileLoader

The CXMeshFileLoader has problems parsing models from a game model library that I have purchased. Every other application that I have tried (Ultimate Unwrap, Blitz3D etc.) have no problem loading and correctly displaying these models. I have tracked the problem down to CXMeshFileLoader::parseDataObj...
by jonasled
Thu Jul 19, 2007 3:02 pm
Forum: Beginners Help
Topic: Irrlicht Device SDL
Replies: 2
Views: 296

Irrlicht Device SDL

There is obviously something I'm missing about the new SDL device. It is obviously not a video driver option, but how do I create such a device? Do I have to compile Irrlicht with SDL? If so how would I do that? Is there a compile switch that builds it with SDL support?
by jonasled
Sun Apr 08, 2007 4:11 pm
Forum: Bug reports
Topic: [MacOS X] Irrlicht 1.3 with Xcode
Replies: 6
Views: 1188

If you build for Intel, you may also have to add pnggccrd.c. Symptom is an undefined symbol, I forget the name, but it had "mmx" in it. There may be an #ifdef to remove that dependency, I didn't look. Yes, I have also noticed this. Thanks for suggesting a fix to this problem. It has been ...
by jonasled
Mon Mar 19, 2007 12:03 pm
Forum: Bug reports
Topic: [MacOS X] Irrlicht 1.3 with Xcode
Replies: 6
Views: 1188

[MacOS X] Irrlicht 1.3 with Xcode

This is the list of changes I had to do to the Xcode project file in 1.3 to make it compile and link out of the box. Removed these unused file referenes: Engine - CZBuffer2.cpp, CZBuffer2.h - fast_atof.h - GUIIcons.h - ITriangleRenderer2.h - IZBuffer2.h libpng - libpng.c include - SViewFrustrum.h Ad...
by jonasled
Mon Feb 26, 2007 9:41 pm
Forum: Beginners Help
Topic: Clean build of 1.2 in MacOS
Replies: 13
Views: 658

I had the same experience. I'm was looking for an easy to use cross platform 3D engine. Irrlicht is it, but for the reasons that hybrid has explained, getting 1.2 to run on MacOS X is a bit tricky. The community is very responsive so I urge Mac users to get involved rather than complain about the la...
by jonasled
Sun Jan 21, 2007 6:24 pm
Forum: Beginners Help
Topic: [Win] Executable's working directory?
Replies: 3
Views: 226

Halan wrote:one question are you running the executeable out of code::blocks? if yes, check at project settings "execution directory"
Thanks Halan, as you can see I just found out on my own. I was writing my post simultaneously. :wink:
by jonasled
Sun Jan 21, 2007 6:21 pm
Forum: Beginners Help
Topic: [Win] Executable's working directory?
Replies: 3
Views: 226

Re: [Win] Executable's working directory?

Created an Irrlicht project with Code::Blocks on Windows. When I try to read an XML file located in the same directory as the executable I notice that the working directory is "C:\irrlicht\bin\Win32-gcc", that is, the directory where the Irrlicht.dll is located. On MacOS X I'm pertty sure...
by jonasled
Sun Jan 21, 2007 3:48 pm
Forum: Beginners Help
Topic: [Win] Executable's working directory?
Replies: 3
Views: 226

[Win] Executable's working directory?

Created an Irrlicht project with Code::Blocks on Windows. When I try to read an XML file located in the same directory as the executable I notice that the working directory is "C:\irrlicht\bin\Win32-gcc", that is, the directory where the Irrlicht.dll is located. On MacOS X I'm pertty sure ...
by jonasled
Sat Jan 06, 2007 4:19 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117151

Re: CharacterController

Ok sure, it was just some simple obvious addition so nothing special from me but here is what I did: Thanks, even simple stuff takes time to implement! You can make some code cross-platform using macros. Thanks, I noticed that removing them didn't matter, but whenever I update the code all my chang...
by jonasled
Wed Jan 03, 2007 3:07 am
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117151

CharacterController

Well even though i have updated the file, i saw today it has many features missing and may have some bugs, so don't think this is the final version, i am making some upgrades on this and then will upload a more complete version hopefully in some time, but do download this and tell me what you think...
by jonasled
Tue Jan 02, 2007 1:46 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117151

IPhysics for MacOS X

Hi, thanks for some great interface classes. I had some problems with the built-in Irrlicht collision detection and response functions. I don't really need an advanced physics engine like Newton, but I do need working collision detection and response. :wink: Anyway, I have managed to put together an...
by jonasled
Mon Jan 01, 2007 4:55 pm
Forum: Bug reports
Topic: [MacOS X] Collision broken in 1.2
Replies: 6
Views: 716

There should be even more files missing or have to be deleted from the project file. But I guess that the officila 1.2 SDK has the same behavior, so you could also use that one which has fewer changes to the project files. Thanks, yes I noticed! :wink: I did manage to fix the project and compile th...