What I expect from Irrlicht 1.4
imo, just add support to b3d lightmap feature to the blender b3d exporter, and you'r good to go, one format for characters and levels with *.b3d and blender.
Finally making games again!
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Hybrid already explained it is almost impossible to support .blend file because .blend is basically just a memory dump of blenders current state and not an actual mesh interchange format.GameDude wrote:Well I was just wondering. I could always export to a supported format that Irrlicht uses. It would be more of a convienace if Irrlicht supported .blend file, but its not a big deal to me.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
yup, I did too...blend files are a plain dump since ever...havent seen anyone do use of it...just a lot of python
Finally making games again!
http://www.konekogames.com
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Sorry man, I did actually look at the patch but I didn't want to commit all of it. The tab key thing only worked for edit boxes, I wanted a generic solution instead. The proportional size thing was good, but I wanted auto-resizing elements instead (some of the code ended up in setPosition/setAlignment iirc).rogerborg wrote: Don't bother; I've had a patch for that in the sourceforge tracker since 17th November 2006.
The password thing was named "setObscured*" which I thought isn't very obvious if you're 15 years old and english isn't your first language. I already promised this will be in 1.4 though
edit: password editbox is now in svn
Last edited by bitplane on Thu Aug 30, 2007 7:47 pm, edited 1 time in total.
Yes it works, really big thanks!hybrid wrote:Does revision 866 help? I'm not used to Win32 mechanisms...
But now I get this in the revision: 869:
CParticleSystemSceneNode.obj : error LNK2001: unresolved external symbol "public: __thiscall irr::scene::CParticleAttractionAffector::CParticleAttractionAffector(class irr::core::vector3d<float> const &,float,bool,bool,bool,bool)" (??0CParticleAttractionAffector@scene@irr@@QAE@ABV?$vector3d@M@core@2@M_N111@Z)
CParticleSystemSceneNode.obj : error LNK2001: unresolved external symbol "public: __thiscall irr::scene::CParticleRotationAffector::CParticleRotationAffector(class irr::core::vector3d<float> const &,class irr::core::vector3d<float> const &)" (??0CParticleRotationAffector@scene@irr@@QAE@ABV?$vector3d@M@core@2@0@Z)
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Yes, I've added some ParticleAttractors from IrrSpintz. It will take some days until all project files are updated. For now just add the mentioned files (named just as the classes not found) to your project. I'm sorry, I just don't have those tools. I'll do my best to add it to some project files manually...
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when it's finished
As you might know we are planning for the animation system integration. This might take some weeks. So depending on the complexity of this task it might last even longer. And there'll also be a larger amount of testing necessary due to the size of this change.
If it will take too much time we might also make a release without the new animation system, but that would be only second or third choice.
As you might know we are planning for the animation system integration. This might take some weeks. So depending on the complexity of this task it might last even longer. And there'll also be a larger amount of testing necessary due to the size of this change.
If it will take too much time we might also make a release without the new animation system, but that would be only second or third choice.
Compiling the latest SVN version of Irrlicht gives me this:
Code: Select all
c:\documents and settings\elviss\my documents\engines\irrlicht-1.4\include\irrMath.h(393) : error C3861: 'round': identifier not found