Visual C++ 2005 Express problem

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
afecelis
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Post by afecelis »

hehehe, done! checkd it and yup! it was corrupt. Reuploaded it and cleaned it a bit. Smaller DL. You'll find some interesting blender file there, hehehehehe :wink:

same DL link!
Guest

Post by Guest »

coool map 8)

hehe, the archive was corrupt again :lol:
But no problem, repaired it with winrar... only some tga's are missing now :D

Thx, i'll take a look at it
afecelis
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Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
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Post by afecelis »

darn! then it is in fact something to do with linux's archiving utility, hehehe.
Hope the files help. :D
Guest

Post by Guest »

they help of course :)

A bit off topic:

Since you're the admin *slime*.
Do you know any date when Irrlicht 0.15 will be out, because Niko said it will be supporting the PocketPC :mrgreen: .
Programming with OpenGL-ES is no fun...really ^^
afecelis
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Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia
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Post by afecelis »

About Irr 0.15, well Niko is very secretive about new releases. Usually he lets us know a couple of days before releasing it so I don't think its so "around the corner"

The corrupt file problem was an error on my ftp client but I fixed it. Anyway, if you got the files then Im erasing the project to free some space. If you require it again, let me know

regards
Ismarc

Post by Ismarc »

Hi,

I've been trying to recreate the problem you've been describing (I've been using VS 6 for the longest time, recently switched to VS 2005, and I have the express editions on there as well) so I could make sure I wasn't going to run into it. I have yet to be able to recreate the problem, would you mind posting the full loop you're using?

On another note, I should probably register now that I've fully decided I'm going to be using Irrlicht in my project and already hacked out some code integrating it with what I already had done (switching 3d engines due to some unforseen incompatibilities).
IRRer

Post by IRRer »

OK, here's the code....actually you have to make it compatible to yours, because i'm using my own framework (which somehow sucks :) ).

Code: Select all

void CEntity::addMesh(CGameCore* pCore, char* pFileName, char* pDetailMap, vector3df pos, bool fog, bool trans)
{
  IAnimatedMesh* mesh;
  ISceneNode* node;
  mesh = pCore->getSceneMgr()->getMesh(pFileName);

  if (mesh)
  {
    node = pCore->getSceneMgr()->addOctTreeSceneNode(mesh->getMesh(0));
    node->setPosition(pos);
  }
    if (trans)
      node->setMaterialType(EMT_TRANSPARENT_ALPHA_CHANNEL);

    if (fog)
    {
      node->setMaterialFlag(EMF_FOG_ENABLE, true);
    }
    ISceneNodeAnimator* anim = pCore->getSceneMgr()->createRotationAnimator(vector3df(0,0.1,0));
    node->addAnimator(anim);

}
Ismarc
Posts: 6
Joined: Sun Apr 02, 2006 8:40 pm

Post by Ismarc »

I just looked at this pretty quickly, didn't have much time for more right now, but shouldn't it be

Code: Select all

//snip unrelated
  if (mesh) 
  { 
    node = pCore->getSceneMgr()->addOctTreeSceneNode(mesh->getMesh(0)); 
  }
  if(node)
  {
      node->setPosition(pos); 
 
      if (trans) 
        node->setMaterialType(EMT_TRANSPARENT_ALPHA_CHANNEL); 

      if (fog) 
      { 
        node->setMaterialFlag(EMF_FOG_ENABLE, true); 
      } 
      ISceneNodeAnimator* anim = pCore->getSceneMgr()->createRotationAnimator(vector3df(0,0.1,0)); 
      node->addAnimator(anim); 
  }
It looks to me like this isn't a bug in VS Express 2005, but actually better error checking because the assignment is done in an if statement. Also, not being 100% up on Irrlicht yet I may be completely wrong, doesn't this load the mesh, create the node, set everything you want, then have it vanish because everything is local to this function(or at least make the node completely inaccessible)?

That is one big thing I've noticed in the transition, the full VS 2005 line wants exacting code (good in some cases, causes annoying warnings in others).
IRRer

Post by IRRer »

Well, i guess you're right.

It's just a quick 'n dirty project with no errorchecking at all. I didn't tried your modified code, but i think it's lot more safer and better than mine.

Anyways, i don't have that much time right now for my irrlicht project, as i have to (and want to) learn opengl at university :)

regards IRRer
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