Problem with selecting node

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Virror
Posts: 191
Joined: Mon May 02, 2011 3:15 pm

Post by Virror »

Easy : )
Any reason there is no feature like this already implemented? : p
This is something most of the game developers need to find a solution on i guess?
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

Virror wrote:Easy : )
Any reason there is no feature like this already implemented? : p
This is something most of the game developers need to find a solution on i guess?
I actually looked for this kind of functionality myself even though I did not intended to use it(out of curiosity) and I found some discussion about it. I think this is not added because its "not safe" to do so, though I cannot find any reason why its not safe, because it would not affect any other parts of library and the only one responsible for the crashes would be the user for using it incorrectly.
For me it is really useful in bullet to have user pointers and it would be nice to have them in irrlicht, maybe some macros that would let us to choose whether to compile with it or not would be a good sollution :?
Working on game: Marrbles (Currently stopped).
Virror
Posts: 191
Joined: Mon May 02, 2011 3:15 pm

Post by Virror »

Well, im making an RPG, so this functionality is a absolute must have ; )

Having trouble checking out the source : /
Using Turtoise SVN client and tried to checkout "https://irrlicht.svn.sourceforge.net/sv ... icht/trunk irrlicht"
Got message that it could not find it...

Edit: Solved by using "https://irrlicht.svn.sourceforge.net/svnroot/irrlicht" instead and abort when done with trunk : p
Virror
Posts: 191
Joined: Mon May 02, 2011 3:15 pm

Post by Virror »

Woooooot, it works! : D
You are my new hero ; )
Now i can examine and pick up stuff. Time to work on that tree-cutting : )
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

Virror wrote:Woooooot, it works! : D
You are my new hero ; )
Now i can examine and pick up stuff. Time to work on that tree-cutting : )
Glad I could help, just be careful and initialize the pointer to NULL first in ISceneNodes constructor, and do all the checks needed to prevent segfauls.
Working on game: Marrbles (Currently stopped).
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