Issues upgrading to 1.6

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JP
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Issues upgrading to 1.6

Post by JP »

So I just updated IrrAI to work with Irrlicht 1.6 and I ran in to a couple of nasty issues...

Firstly my waypoint meshes and the links joining them together weren't rendering... I eventually tracked it down to the fact that the entirity of CMeshBuffer::append(SMeshBuffer) has, at some point, been commented out... I think this has probably been in since Irrlicht 1.5 as I think the lack of waypoint meshes was noticed by someone else in the IrrAI version that used that version of Irrlicht... Surely this was some kind of mistake? It can't be a sensible way to deprecate a function... I found nothing in the documentation that stated the function was deprecated...

Another issue, fresh in Irrlicht 1.6 was with textured gui buttons not rendering. Eventually I tracked this down to the fact that, under the burnings video driver, there's no implementation of the draw2DImage function that textured buttons use so it fell through to the empty function in the null video driver... Surely that function should be implemented correctly under all drivers... Especially as core Irrlicht functionality uses it!
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BlindSide
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Post by BlindSide »

I'll move this to bug reports so it gets a little more attention.

Can you confirm if the problem is still present with the latest SVN release?
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randomMesh
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Post by randomMesh »

Textured buttons work with the Burnings driver. Latest trunk.
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JP
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Post by JP »

Ta for confirming that randomMesh... must just be in the release for download
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hybrid
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Post by hybrid »

I've added an implementation for the empty nulldriver version some weeks ago. I guess that was the problem.
JP
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Post by JP »

Any comment on the empty CMeshBuffer::Append(SMeshBuffer) function? Was that intentional? Been fixed in SVN?
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hybrid
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Post by hybrid »

I don't know why, but Luke disabled this method in revision 1515. I guess we have to rework some stuff in the meshes, and straighten the various interfaces we currently have. I think that moveing the append methods to meshmanipulator seems a viable solution. This doesn't burden the mesh implementations too much, and will work almost as before. Will probably have to wait until next year, though. Just copy the code from CMeshBuffer for now.
JP
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Post by JP »

Well CMeshBuffer still has another Append method that takes an array of vertices and indices to append... so I just switched to using that one... but surely the missing Append method could just do the same as what I did as I simply accessed the vertices and indices in my SMeshBuffer and passed them through to the other one... that way people's programs wouldn't break for unknown reasons ;)
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bitplane
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Post by bitplane »

Tracking this here so it doesn't get forgotten.
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