Search found 33 matches
- Sun Jan 25, 2009 9:11 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Scene loader bug?
- Replies: 2
- Views: 684
- 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...
- 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...
- 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...
- Sun Jan 25, 2009 5:17 am
- Forum: Beginners Help
- Topic: Lighting channels
- Replies: 5
- Views: 451
- 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...
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...
- 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...
- 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...
- Thu Jan 22, 2009 1:28 am
- Forum: Beginners Help
- Topic: Lighting channels
- Replies: 5
- Views: 451
- Wed Jan 21, 2009 11:49 pm
- Forum: Code Snippets
- Topic: irr_ptr
- Replies: 36
- Views: 10366
Fixed.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;
- 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...
- 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...
- 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...
- Mon Jan 19, 2009 2:11 pm
- Forum: Code Snippets
- Topic: irr_ptr
- Replies: 36
- Views: 10366