Sweet, adding the dll to the folder with the cpp file worked. I should have known that but I haven't used dlls before in C.
I have a few more questions before I can really start using this amazing 3D engine:
-How do I exit those first person examples that trap the mouse? I end up having to log off each time I run one.
-Also when I load up a Milkshape 3D model with that model viewer program it loses it's texturing? Is it something I'm doing or are Milkshape models not fully supported?
Thanks guys
Re: Thanks guys
ALT-F4Anonymous wrote: -How do I exit those first person examples that trap the mouse? I end up having to log off each time I run one.
This threw me for a loop too. I think someone figured out the issue and it had to do with the relative path of the file locations.-Also when I load up a Milkshape 3D model with that model viewer program it loses it's texturing? Is it something I'm doing or are Milkshape models not fully supported?
I don't pre-texture my stuff anyhow, so I load it like this.
Code: Select all
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
Crud, how do I do this again?
-
Guest
Tutorials
bal, they are still a little advanced for me and there just arn't enough of them to learn everything.
I'm messing around with the movement example trying to make the block move up and down continously if you hold the key down. Most of the code below is taken from a post I found in this forum on the topic. It works but there is a pause in the movement when you first press the key. After the inicial pause, it moves smoothly as long as you hold the key down. Does anyone know how to get rid of that pause?
public:
virtual bool OnEvent(SEvent event)
{
//definition
bool keys[irr::KEY_KEY_CODES_COUNT] ;
//initialization
for(int x=0; x<irr::KEY_KEY_CODES_COUNT; x++) keys[x] = false;
//onEvent
if(event.EventType == irr::EET_KEY_INPUT_EVENT){
keys[event.KeyInput.Key] = event.KeyInput.PressedDown;
//Using it
core::vector3df v = node->getPosition();
if(keys[irr::KEY_UP]) v.Y += 1;
if(keys[irr::KEY_DOWN]) v.Y -= 1;
node->setPosition(v);
return true;
}
return false;
}
};
I'm messing around with the movement example trying to make the block move up and down continously if you hold the key down. Most of the code below is taken from a post I found in this forum on the topic. It works but there is a pause in the movement when you first press the key. After the inicial pause, it moves smoothly as long as you hold the key down. Does anyone know how to get rid of that pause?
public:
virtual bool OnEvent(SEvent event)
{
//definition
bool keys[irr::KEY_KEY_CODES_COUNT] ;
//initialization
for(int x=0; x<irr::KEY_KEY_CODES_COUNT; x++) keys[x] = false;
//onEvent
if(event.EventType == irr::EET_KEY_INPUT_EVENT){
keys[event.KeyInput.Key] = event.KeyInput.PressedDown;
//Using it
core::vector3df v = node->getPosition();
if(keys[irr::KEY_UP]) v.Y += 1;
if(keys[irr::KEY_DOWN]) v.Y -= 1;
node->setPosition(v);
return true;
}
return false;
}
};
This is what solved that problem for me:
http://irrlicht.sourceforge.net/phpBB2/ ... .php?t=808
http://irrlicht.sourceforge.net/phpBB2/ ... .php?t=808