Posted: Wed Apr 04, 2007 11:02 pm
Camera does seem to work with 1.3, with just renaming that method.
Official forum of the Irrlicht Engine
https://irrlicht.sourceforge.io/forum/
Abraham, look at my post on http://irrlicht.sourceforge.net/phpBB2/ ... &start=240 to compile irrwizard with 1.3, should take you 30secs to sort out.abraham wrote:cool thanks:) i try this once irrwizzard is on 1.3:)
I tried renaming those methods, but OnRegisterSceneNode() no longer takes in a time like OnPreRender() did, whereas OnAnimate() does unlike OnPostRender(). Being a complete noob at this, I don't know what does which and if the order should just be reversed or something simple like that...changes.txt wrote:- The methods OnPreRender and OnPostRender of ISceneNode have been changed to OnAnimate and OnRegisterSceneNode(). Also, they are now called at different times: OnAnimate is called every frame before anything else, removing the one-frame-lag Irrlicht suffered until now. To make most of your own scene nodes work again, it should be enough to rename OnPreRender() to OnAnimate() and OnPostRender() to OnRegisterSceneNode() in most cases.
That's an easy one to fix.... But now the compiler's telling me that CCameraRPGSceneNode is abstract because it doesn't implement the getViewFrustum() abstract method. What has to be done in this method? Just return a reference to the ViewArea?Changes.txt wrote:- changed spelling "frustrum" to "frustum"
-> changed also SViewFrustrum.h to SViewFrustum.h
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virtual void OnPostRender( u32 timeMs );
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virtual void OnAnimate( u32 timeMs );
Worked for me too. Thanks a lot. I really appreciate it.bcronje wrote:@death_au
I compiled this last night with 1.3 making the following changes:
<snip>
That did it for me.
Beyers
Usedeath_au wrote:Sorry for the double post, but I can't figure this out... Textures appear to be loading properly, but they're not being displayed. They display correctly in the irrlicht 1.1 version, but in the modified 1.3 version I just get a black fairy in the example. I can't really see why. The console says it's loading the textures correctly, and in the irrlicht tutorials textures display correcty.
Odd... The textures display correctly if I use the software renderer, but not with DirectX or OpenGL...
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fairy->setMaterialFlag(E_MATERIAL_FLAG::EMF_LIGHTING, false);
I made the same changes, the compilation is ok, but when i start my test, none of the keys works, the cam won't move.bcronje wrote:@death_au
I compiled this last night with 1.3 making the following changes:
I use the irrLicht 1.3 CCameraSceneNode.h and CCameraSceneNode.cpp, so include them in your project and not the camera supplied ones. Not sure if the original developer of this cam made any changes to it's CCameraSceneNode (which would be silly if he did), but it seems to work fine with irrLicht's.
In CCameraRPGSceneNode.hpp and CCameraRPGSceneNode.cpp
Change
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virtual void OnPostRender( u32 timeMs );
ToThat did it for me.Code: Select all
virtual void OnAnimate( u32 timeMs );
Beyers