Irrlicht Lime is a .NET wrapper for Irrlicht Engine
UpdateVerices() (either as UpdateIndices()) is a special (Lime's only) methods that allows you to modify existing vertices/indices. In native Irrlicht you can just use getVertices(), cast to proper type and use it as array to do what you want (without notifying actually mesh buffer). In Lime i cannot return you such native pointer, Lime does have Vertices and Indices properties -- but it is a copies of arrays. Modification requires to call UpdateVertices/Indices.
P.S.: for some more details you can read this post http://irrlicht.sourceforge.net/phpBB2/ ... 157#234157 (starting from "MeshBuffer class has been extended.")
P.S.: for some more details you can read this post http://irrlicht.sourceforge.net/phpBB2/ ... 157#234157 (starting from "MeshBuffer class has been extended.")
Version 0.9 has been released
New examples:
23.MeshHandling // native example, demonstrates how to work with mesh buffers directly;
26.OcclusionQuery // native example, shows how to use occlusion queries in Irrlicht (you gfx driver must return true for driver.QueryFeature(VideoDriverFeature.OcclusionQuery) call);
L06.AnalogueClock // shows simple real time analogue clock with neonlike arrows; defines ClockNode class which is derived from SceneNode;
L07.FastStaticRendering // shows how to render geometry very fast using mesh buffers directly; allows to choose 16- or 32-bit mesh buffers to use;
L08.WPFWindow // shows how to use Lime in WPF application; it uses WindowsFormsHost control, so basically it implements WinForms UserControl and embeds it into WPF; i'm sure that it is possible some how to use direct3d natively, so it will be possible to draw for example dynamic background using irrlicht and draw on the top WPF controls (or complete alpha blend with WPF controls), but that requires not just HWND, but maybe some direct3d handle or device id; not sure about this for now;
Shots:
Notes
~
Moved to VS2010. IrrlichtLime.dll assembly built with .NET Framework 4.0.
~
Fulfilled appropriate support of custom mesh creation and its manupulation. Now it is possible to create Mesh and MeshBuffer objects using their proper static methods Create(). MeshBuffer.Create() can create any vertices-typed mesh buffers with 16-bit and 32-bit indices. Additional overloadings for Append() and UpdateIndices() methods were added to support 32-bit mesh buffers. To add and remove buffers in mesh use AddMeshBuffer() and RemoveMeshBuffer() respectively. Please see 23.MeshHandling and L07.FastStaticRendering to see how to use all these features.
~
Made more handy some basic classes. Added more constructors and Set()s to AABBox. Added copy constructors to Line3Df, Triangle3Df, Plane3Df and Matrix. Added constructors with transition, rotation and scale vectors to Matrix. Added "==" and "!=" operators to Color/f. Added named colors as static props to Color.
Updated Irrlicht SDK to trunk rev. 3727
See changes.txt for full list of changes.
New examples:
23.MeshHandling // native example, demonstrates how to work with mesh buffers directly;
26.OcclusionQuery // native example, shows how to use occlusion queries in Irrlicht (you gfx driver must return true for driver.QueryFeature(VideoDriverFeature.OcclusionQuery) call);
L06.AnalogueClock // shows simple real time analogue clock with neonlike arrows; defines ClockNode class which is derived from SceneNode;
L07.FastStaticRendering // shows how to render geometry very fast using mesh buffers directly; allows to choose 16- or 32-bit mesh buffers to use;
L08.WPFWindow // shows how to use Lime in WPF application; it uses WindowsFormsHost control, so basically it implements WinForms UserControl and embeds it into WPF; i'm sure that it is possible some how to use direct3d natively, so it will be possible to draw for example dynamic background using irrlicht and draw on the top WPF controls (or complete alpha blend with WPF controls), but that requires not just HWND, but maybe some direct3d handle or device id; not sure about this for now;
Shots:
Notes
~
Moved to VS2010. IrrlichtLime.dll assembly built with .NET Framework 4.0.
~
Fulfilled appropriate support of custom mesh creation and its manupulation. Now it is possible to create Mesh and MeshBuffer objects using their proper static methods Create(). MeshBuffer.Create() can create any vertices-typed mesh buffers with 16-bit and 32-bit indices. Additional overloadings for Append() and UpdateIndices() methods were added to support 32-bit mesh buffers. To add and remove buffers in mesh use AddMeshBuffer() and RemoveMeshBuffer() respectively. Please see 23.MeshHandling and L07.FastStaticRendering to see how to use all these features.
~
Made more handy some basic classes. Added more constructors and Set()s to AABBox. Added copy constructors to Line3Df, Triangle3Df, Plane3Df and Matrix. Added constructors with transition, rotation and scale vectors to Matrix. Added "==" and "!=" operators to Color/f. Added named colors as static props to Color.
Updated Irrlicht SDK to trunk rev. 3727
See changes.txt for full list of changes.
i've found a little...
err...
bug.
there is no chance to derive a class from GUIElement.
the error is "GUIElement had no constructor defined".
How can i do to create new custom GUIElement?
err...
bug.
there is no chance to derive a class from GUIElement.
the error is "GUIElement had no constructor defined".
How can i do to create new custom GUIElement?
CPU: AMD PHENOMII X6 1090T BE 3,2GHZ
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
there is a specific reason for this choice?greenya wrote:Sorry, but for now it is impossible to inherit IGUIElement.Revan1985 wrote:How can i do to create new custom GUIElement?
CPU: AMD PHENOMII X6 1090T BE 3,2GHZ
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
-
- Posts: 83
- Joined: Fri May 28, 2010 8:59 am
- Location: Perth, Australia
-
- Posts: 83
- Joined: Fri May 28, 2010 8:59 am
- Location: Perth, Australia
with mono, you can compile for linux either.
you can use them everywhere.
I don't know if you need a linex package for linux or the exe run either....
you can use them everywhere.
I don't know if you need a linex package for linux or the exe run either....
CPU: AMD PHENOMII X6 1090T BE 3,2GHZ
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
there is also the option to recompile the dll for linux (as .a if i remember).
The mono use .a for linux, or i'm saying a stupid thing?
The mono use .a for linux, or i'm saying a stupid thing?
CPU: AMD PHENOMII X6 1090T BE 3,2GHZ
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
Shared libraries under linux are '.so' files.Revan1985 wrote:there is also the option to recompile the dll for linux (as .a if i remember).
The mono use .a for linux, or i'm saying a stupid thing?
Working on game: Marrbles (Currently stopped).