same DL link!
Visual C++ 2005 Express problem
-
Guest
-
Guest
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
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
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).
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
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);
}
I just looked at this pretty quickly, didn't have much time for more right now, but shouldn't it be
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).
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);
}
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
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
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