The Latest SVN...
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monkeycracks
- Posts: 1029
- Joined: Thu Apr 06, 2006 12:45 am
- Location: Tennesee, USA
- Contact:
The Latest SVN...
Can an SVN developer please tell me how to revert back from OnAnimate() to OnPreRender and OnPostRender, it broke a lot of my code and I can't seem to get it working again..
Do I just have to change the stuff in ISceneNode.h back to normal or is it deeper than that.
Do I just have to change the stuff in ISceneNode.h back to normal or is it deeper than that.
If you're using TortoiseSVN:
Right-click on Irrlicht SVN folder, TortoiseSVN->"Update To Revision", "Show Log" button. You can then choose the exact revision to revert to.
Right-click on Irrlicht SVN folder, TortoiseSVN->"Update To Revision", "Show Log" button. You can then choose the exact revision to revert to.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
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monkeycracks
- Posts: 1029
- Joined: Thu Apr 06, 2006 12:45 am
- Location: Tennesee, USA
- Contact:
honestly I wish you would give up irrspintz integrate it into irrlicht and join the dev team.
I can't think of anything currently in irrspintz I wouldn't want and you seem to have a better grasp on what irrlicht needs then the others.
I don't know enough about render methods and all that to say for sure but sitting here on my noob seat it seems like one man is progressing faster then 4. that don't seem right.
maybe they are working up to something big here but I just can't see it.
I know bitplane is working on a million things from the new font and gui editor to concepts of imaged skins but I have no idea what niko hybrid and tom or working on besides giving me matrix and material errors.
I can't think of anything currently in irrspintz I wouldn't want and you seem to have a better grasp on what irrlicht needs then the others.
I don't know enough about render methods and all that to say for sure but sitting here on my noob seat it seems like one man is progressing faster then 4. that don't seem right.
maybe they are working up to something big here but I just can't see it.
I know bitplane is working on a million things from the new font and gui editor to concepts of imaged skins but I have no idea what niko hybrid and tom or working on besides giving me matrix and material errors.
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monkeycracks
- Posts: 1029
- Joined: Thu Apr 06, 2006 12:45 am
- Location: Tennesee, USA
- Contact:
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lostclimategames
- Posts: 331
- Joined: Sat Sep 02, 2006 4:11 am
- Location: Michigan
- Contact:
as a newcomer, i dont have much of an opinion, but i'd think that it would be better to integrate into the main engine too, since that will make sure the support stays, so that lets say, you become too busy to work on it anymore, that all that effort is not wasted, not to mention the people who will have based entire projects around your version.
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kburkhart84
- Posts: 277
- Joined: Thu Dec 15, 2005 6:11 pm
IRRspintz is my way of maintaining my modifications that I feel are necessary for the games I want to make. Things like 32 bit index support, and VBO's and CubeMaps and DDS support, and 3D textures and User Clip Planes, and much more are things I want to play around with and are things I want/need in a 3D engine to make the games I want.
So, the history of IRRspintz. IRRspintz was started way back when IrrlichtNX stopped development, because the team( of which I was a part of at the time ) decided to write their own engine, Lightfeather. While I helped with Lightfeather in the very beginning, I missed the community here and the more I learned from mm765 and electron and the others on the Lightfeather team, the more I realized I still had A LOT to learn with 3D. So, there are 2 main reasons I left Lightfeather and decided to be more active in the community here and continue development of IRRspintz.
First off, I am the type of person that always asks, "Why?". I need to know why things work, I'm not satisfied that they do, but I need to know everything about how something works. Lightfeather development was progressing very quickly in the beginning. I was doing my best to contribute as much as I could, but found myself lagging behind. Because I wanted to know everything about everything that was being implemented, not just by me, but by everyone else. Since I really didn't know that much about 3D at the time, especially with OpenGL which was the only renderer supported at the time, I found it better to continue to try and help progress Irrlicht, implementing features people were requesting and learning all the intricacies of those features, and hence learning that much more about 3D.
Secondly, I missed the community here, honestly. There's a lot of good people here and the disucssions can be very intriguing. We all lose our steam here and there and don't like things others say. Eventually we all get along( except of course with Midnight, sorry bud, couldn't resist
) and it's just plain fun. This community also helps tremendously with my learning, by posting projects, discussing implementations, asking for features and sparking my intrigue to investigate those features and for many more reasons.
I agree that features would be better to be implemented in Irricht, but quite honestly, and this is not by any means an insult to the development team, but they cannot keep up with the few patches and bug reports, etc. that exist on the tracker on sourceforge and the few that are posted here on the forums. There are entirely too many features and changes in IRRspintz, for me to abandon. But all the code is there, anyone can take a look at it, including the developers of Irrlicht.
Anyways, this is getting long, I'm just trying to help.
So, the history of IRRspintz. IRRspintz was started way back when IrrlichtNX stopped development, because the team( of which I was a part of at the time ) decided to write their own engine, Lightfeather. While I helped with Lightfeather in the very beginning, I missed the community here and the more I learned from mm765 and electron and the others on the Lightfeather team, the more I realized I still had A LOT to learn with 3D. So, there are 2 main reasons I left Lightfeather and decided to be more active in the community here and continue development of IRRspintz.
First off, I am the type of person that always asks, "Why?". I need to know why things work, I'm not satisfied that they do, but I need to know everything about how something works. Lightfeather development was progressing very quickly in the beginning. I was doing my best to contribute as much as I could, but found myself lagging behind. Because I wanted to know everything about everything that was being implemented, not just by me, but by everyone else. Since I really didn't know that much about 3D at the time, especially with OpenGL which was the only renderer supported at the time, I found it better to continue to try and help progress Irrlicht, implementing features people were requesting and learning all the intricacies of those features, and hence learning that much more about 3D.
Secondly, I missed the community here, honestly. There's a lot of good people here and the disucssions can be very intriguing. We all lose our steam here and there and don't like things others say. Eventually we all get along( except of course with Midnight, sorry bud, couldn't resist
I agree that features would be better to be implemented in Irricht, but quite honestly, and this is not by any means an insult to the development team, but they cannot keep up with the few patches and bug reports, etc. that exist on the tracker on sourceforge and the few that are posted here on the forums. There are entirely too many features and changes in IRRspintz, for me to abandon. But all the code is there, anyone can take a look at it, including the developers of Irrlicht.
Anyways, this is getting long, I'm just trying to help.

I use IrrSpintz but I keep up-to-date with Irrlicht. My next demo uses IrrSpintz and benefits hugely from being able to use static VB's (note - "static"). Also stuff like cubemap support helps a lot for what I want to do. Plus I'm working with Spintz to break out drawAll() for extra control (more like me complaining about stuff and Spintz working on fixing it.
).
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
This is probably a stupid question but why Irrlicht SVN doesn't have generally used
structure?
Code: Select all
branches
trunk
tagsWell, it shouldn't be that hard to do later:hybrid wrote:Because it did notIt was taken from the CVS version and did not adapt new layouts. And later on it would have been pretty hard to move the complete trunk.
Code: Select all
svn co https://svn.sourceforge.net/svnroot/irrlicht irrlicht
cd irrlicht
svn mkdir branches https://svn.sourceforge.net/svnroot/irrlicht
svn mkdir tags https://svn.sourceforge.net/svnroot/irrlicht
svn mkdir trunk https://svn.sourceforge.net/svnroot/irrlicht
svn move bin https://svn.sourceforge.net/svnroot/irrlicht/trunk
svn move doc https://svn.sourceforge.net/svnroot/irrlicht/trunk
svn move examples https://svn.sourceforge.net/svnroot/irrlicht/trunk
svn move examples.net https://svn.sourceforge.net/svnroot/irrlicht/trunk
svn move include https://svn.sourceforge.net/svnroot/irrlicht/trunk
svn move lib https://svn.sourceforge.net/svnroot/irrlicht/trunk
svn move media https://svn.sourceforge.net/svnroot/irrlicht/trunk
svn move scripts https://svn.sourceforge.net/svnroot/irrlicht/trunk
svn move tools https://svn.sourceforge.net/svnroot/irrlicht/trunk
svn move changes.txt https://svn.sourceforge.net/svnroot/irrlicht/trunk
svn move readme.txt https://svn.sourceforge.net/svnroot/irrlicht/trunk
svn commit --message "Directory reorganization."
cd ..
rm -rf irrlicht
svn co https://svn.sourceforge.net/svnroot/irrlicht/trunk irrlichtCode: Select all
svn copy https://svn.sourceforge.net/svnroot/irrlicht/trunk \
https://svn.sourceforge.net/svnroot/irrlicht/tags/release-1.3 \
-m "Release v1.3."