Search found 33 matches

by SSG
Sun Jan 25, 2009 9:11 pm
Forum: Open Discussion and Dev Announcements
Topic: Scene loader bug?
Replies: 2
Views: 684

Thanks hybrid. This still points to either a scene loading bug and/or IrrEdit bug.
by SSG
Sun Jan 25, 2009 7:58 am
Forum: Open Discussion and Dev Announcements
Topic: Scene loader bug?
Replies: 2
Views: 684

Scene loader bug?

Using IrrEdit 1.4.2 I created a simple scene with a B3D octree terrain and a sunset/sunrise implemented with a point light and flyCircleAnimator. I set the light's radius to 4000 and the flyCircleAnimator radius to 2000, so it stands to reason that the light will affect anything inside its orbit. Th...
by SSG
Sun Jan 25, 2009 5:25 am
Forum: Beginners Help
Topic: Get mesh from Octree
Replies: 6
Views: 1390

Bump. Any ideas why the tutorial is wrong? It would be good if there was a common base class for all geometric scene nodes, then triangle selectors could be created directly from them. IMeshSceneNode, IAnimatedMeshSceneNode and IOctreeSceneNode would inherit from, let's say, IGeometricSceneNode, the...
by SSG
Sun Jan 25, 2009 5:20 am
Forum: Beginners Help
Topic: IMeshSceneNode::addShadowVolumeSceneNode ?
Replies: 3
Views: 1078

IMeshSceneNode::addShadowVolumeSceneNode ?

Is there any particular reason that addShadowVolumeScene node is implemented in IAnimatedMeshSceneNode but not in IMeshSceneNode? It seems a bit strange that I would have to load static objects as animated objects just to trick the engine into casting shadows. Is there something I'm missing? A geome...
by SSG
Sun Jan 25, 2009 5:17 am
Forum: Beginners Help
Topic: Lighting channels
Replies: 5
Views: 451

Thanks. I misunderstood the first response. I'll have a look at it.
by SSG
Fri Jan 23, 2009 10:55 pm
Forum: Code Snippets
Topic: irr_ptr
Replies: 36
Views: 10366

I don't know why you'd want to replace Irrlicht's existing reference counting with an external reference counter that is used by the boost::shared_ptr implementation (except for boost::weak_ptr support). Obviously IReferenceCounted is superior to boost::shared_ptr. After all, why would you want aut...
by SSG
Fri Jan 23, 2009 10:16 am
Forum: Jirr
Topic: 1.5
Replies: 0
Views: 4717

1.5

Anyone have any idea when 1.5 is coming out? I'm making a game editor using Java (based on the NetBeans platform), although the game is ultimately a C++ game. I have no trouble displaying an Irrlicht device inside a java.awt.Canvas descendant. It would just be more convenient if I could use Jirr 1.5...
by SSG
Fri Jan 23, 2009 9:17 am
Forum: Jirr
Topic: Jirr vs. Bindenlicht vs. JME - Which for Applets?
Replies: 6
Views: 14517

Jirr Pros: Memory allocations happen on the native side, so the applet heap size limit isn't as big an issue as it would be for jME. Irrlicht is easier to use than jME, especially if you already have Irrlicht experience. Unlike jME your users have a choice of renderers. Cons: Still version 1.4.2. J...
by SSG
Fri Jan 23, 2009 4:56 am
Forum: Code Snippets
Topic: irr_ptr
Replies: 36
Views: 10366

Well it's not perfect. The point I was making in the previous post is not to wrap objects with irr_ptr if you wouldn't normally call drop. Of course this still requires you to remember on which objects to call drop (which is generally anything created with createXXXX(...). Perhaps irr_ptr could be e...
by SSG
Thu Jan 22, 2009 1:28 am
Forum: Beginners Help
Topic: Lighting channels
Replies: 5
Views: 451

Thanks hybrid. I'll check it out. Any idea if it's possible for me to implement this functionality using Irrlicht 1.5 without modifying the source (eg. via a plugin)?
by SSG
Wed Jan 21, 2009 11:49 pm
Forum: Code Snippets
Topic: irr_ptr
Replies: 36
Views: 10366

Code: Select all

boost::shared_ptr<ISceneNode> a = smgr->addCubeSceneNode(10);
// what happens when a is destructed?
Fixed.

Code: Select all

boost::shared_ptr<IReferenceCounted> a(new DerivedReferenceCounted);
a = a;
a = a;
a = a;
Fixed.
by SSG
Wed Jan 21, 2009 9:55 pm
Forum: Beginners Help
Topic: Lighting channels
Replies: 5
Views: 451

Lighting channels

I'm not sure if this feature exists in Irrlicht or if it would be easy to implement it... Instead of each material having an on/off switch for lighting, it would be nice to tell each material which lighting channels it subscribes to, and tell each light which channels it's transmitting. The material...
by SSG
Wed Jan 21, 2009 3:57 am
Forum: Beginners Help
Topic: Get mesh from Octree
Replies: 6
Views: 1390

Get mesh from Octree

I created an IrrEdit scene with an octree scene node. The problem is that I want to retrieve its mesh. I tried exactly as in tutorial 15, but it failed at runtime because the node can't be cast to an IMeshSceneNode. case scene::ESNT_OCT_TREE: selector = smgr->createOctTreeTriangleSelector(((scene::I...
by SSG
Mon Jan 19, 2009 11:38 pm
Forum: Code Snippets
Topic: irr_ptr
Replies: 36
Views: 10366

Sorry to say but that code suffers from a variety of problems: * It's not exception safe. * It doesn't have safe bool operations. * It doesn't have swap operations and hence would be suboptimal in std containers and algorithms. * It's missing a get_pointer function accessor to make it work with thi...
by SSG
Mon Jan 19, 2009 2:11 pm
Forum: Code Snippets
Topic: irr_ptr
Replies: 36
Views: 10366

We're programmers, not scientists. If we relied purely on emprical evidence we wouldn't have wars such as C vs C++, Irrlicht vs Ogre, Allegro vs SDL, etc. The code is there if you want it.