Simple cloud layer SceneNode
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- Posts: 1186
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Re: Simple cloud layer SceneNode
I disagree, the cleaner solution is to only use the needed headers.
GCC can only use the precompiled header in your application if the same compiler switches are set as when the header was compiled and it may use at most one. What is if you use more than one library?
Don't be lazy, start to write clean code now!
GCC can only use the precompiled header in your application if the same compiler switches are set as when the header was compiled and it may use at most one. What is if you use more than one library?
Don't be lazy, start to write clean code now!
"Whoops..."
Re: Simple cloud layer SceneNode
Even reduced headers will take longer to compile than with one precompiled header.
Well, in my project I have one main include including everything else, and precompile that whenever any of my headers change. Thus no problem with the flags or using multiple libraries, and fast compiles despite C++.What is if you use more than one library?
Re: Simple cloud layer SceneNode
I've uploaded a fixed archive.
I tried to build the source based on the coding style of the scenenodes included in irrlicht.
Out of that view it is correct to reduce headers (Every scenenode in irrlicht is coded that way). Also it would be correct to replace the #define with with a static uint (I did not find any scenenode in irrlicht using a #define).
On the other hand in my projects I act like hendu (using precompiled header).
So in the end it depends on the coding policies (like naming conventions too)....
Nevertheless thank you for the hints and the comments!
I tried to build the source based on the coding style of the scenenodes included in irrlicht.
Out of that view it is correct to reduce headers (Every scenenode in irrlicht is coded that way). Also it would be correct to replace the #define with with a static uint (I did not find any scenenode in irrlicht using a #define).
On the other hand in my projects I act like hendu (using precompiled header).
So in the end it depends on the coding policies (like naming conventions too)....
Nevertheless thank you for the hints and the comments!
Re: Simple cloud layer SceneNode
It's a pity the download(http://www.mediafire.com/?yin80e9dlzvatye) doesn't exists
Re: Simple cloud layer SceneNode
Sorry, it's still there! My bad network
Re: Simple cloud layer SceneNode
No, it isn't ;(Travis wrote:Sorry, it's still there!
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Re: Simple cloud layer SceneNode
woah! EPIC!
this is really interesting.
this is really interesting.
"this is not the bottleneck you are looking for"
Re: Simple cloud layer SceneNode
Download link down :S
Anyone still has these files somewhere?
Anyone still has these files somewhere?
Re: Simple cloud layer SceneNode
I will reupload it (reachable via a persistent link).
Give me some time and excuse me for the hazzle...
Give me some time and excuse me for the hazzle...
Re: Simple cloud layer SceneNode
here is the new download link
http://www.van-helsing-band.de/irrlicht ... nenode.zip
http://www.van-helsing-band.de/irrlicht ... nenode.zip
Re: Simple cloud layer SceneNode
Thanks for uploading, works very nice.
One small bug tho, TextureScale not properly set on deserializeAttributes();
Changed
To
And after the nodes are created by your Custom scene node factory, still need to set the correct MaterialTypeParam.
One small bug tho, TextureScale not properly set on deserializeAttributes();
Changed
Code: Select all
TextureScale = in->getAttributeAsFloat("TextureScale");
Code: Select all
setTextureScale(in->getAttributeAsFloat("TextureScale"));
Re: Simple cloud layer SceneNode
Thank you for the hints. I will correct the errors and upload the fixed version...
Re: Simple cloud layer SceneNode
cooooooooooooooool thx
Re: Simple cloud layer SceneNode
Nice stuff, hope it still works
Re: Simple cloud layer SceneNode
Hi all
First congrats on this one, these are really nice looking clouds
I was trying your cloud class on an OpenGL ES2 device running with Ubuntu/Debian on X11, the clouds are visible but they don't move ?? What could that be ? On windows it works, i use the ogl-es irrlicht branch which is 1.9.0
RG
First congrats on this one, these are really nice looking clouds
I was trying your cloud class on an OpenGL ES2 device running with Ubuntu/Debian on X11, the clouds are visible but they don't move ?? What could that be ? On windows it works, i use the ogl-es irrlicht branch which is 1.9.0
RG