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Posted: Sun Aug 26, 2007 10:11 pm
by GameDude
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.

Posted: Sun Aug 26, 2007 10:22 pm
by vermeer
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.

Posted: Mon Aug 27, 2007 7:14 am
by BlindSide
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.
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.

Posted: Mon Aug 27, 2007 3:22 pm
by vermeer
yup, I did too...blend files are a plain dump since ever...havent seen anyone do use of it...just a lot of python ;)

Posted: Tue Aug 28, 2007 9:49 pm
by hybrid
omar shaaban wrote:# I expect that finally I will not have to include the irrXML.cpp in my project
i agree on this! :)
Does revision 866 help? I'm not used to Win32 mechanisms...

Posted: Wed Aug 29, 2007 12:05 am
by bitplane
rogerborg wrote: Don't bother; I've had a patch for that in the sourceforge tracker since 17th November 2006.
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).
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

Posted: Wed Aug 29, 2007 8:05 am
by elvman
hybrid wrote:Does revision 866 help? I'm not used to Win32 mechanisms...
Yes it works, really big thanks!

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)

Posted: Wed Aug 29, 2007 12:20 pm
by hybrid
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...

Posted: Wed Aug 29, 2007 4:53 pm
by GameDude
I know I have asked this before or it has been asked before, but when will 1.4 be released?

Posted: Wed Aug 29, 2007 7:26 pm
by hybrid
when it's finished :D
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.

Posted: Wed Aug 29, 2007 7:40 pm
by GameDude
Ah I see. So there is no esitmate as the changes could take some time. Just take as much time as you need, I don't think many people would like it if the new Irrlicht was released without the new animation system.

Posted: Tue Sep 04, 2007 9:04 pm
by elvman
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

Posted: Tue Sep 04, 2007 9:24 pm
by hybrid
I am working on this. But bug reports should be posted to that forum because they are easily overseen otherwise...