so how do you edit or add functions/vars they are declared private, protected or even inline within the source ???
to solve that, when declaring your new class, add a public function getCTextSceneNodePointer() and add a private member CTextSceneNode* pointer; and function getCTextSceneNodePointer() will simply return it. so your new node will access the parent cundtion like
CMyTextSceneNode ahaMy =...;
CTextSceneNode aha = ahaMy->getCTextSceneNodePointer() ;
// or
ahaMy->getCTextSceneNodePointer()->getBoundingBox() ;
//returns protected member of CTextSceneNode class
about acces to them in cpp file where you define your functions, You will have to include the CTextSceneNode.h class of course
All I need is simple instruction on how to create a working exe out of example 1. Like
Get codeblocks (done)
go to tools>options, link dll's ... by...
Then hit compile
or
you need to compile dll. sdklfj in the source folder and put the compiled dll with the built .exe (use the normal source folder not the .NET one)
I just need some simple help on what to do, I can handle modeling... and making textures... but this part is really confusing me! If someone could write out some simple instructions that work with codeblocks (tutorial instructions don't) that would be great!!
Ok, is there another beginner that has setup a IDE because I haven't seen one working way to.
Microsoft Visual express
-bug no one will help fix
Code blocks
-only a tutorial on compiling not setting up as IDE anywhere, if someone could just point me to anything that can help me set up a IDE that would be great.
There are hundrets of IDEs avilable (free, comercial)...
So there has to be a tutorial for setting up every IDE out there ???
On the other side, you don't need to setup any IDE...
You just have to setup your project (includes, libs, etc.)...
For this have a look at the menus "Project->Properties" and "Project->Build options"...
If you have any problems with C::B (or any other IDE) I assume you to search for a C::B forum (or the other IDE), because this is not an Irrlicht question and not a coding question at all !!!
Thanks, I'll go ask why the exe it creates can't find the entry point_ZN3irr12... in the dynamic link library Irrlicht.dll" on the codeblock forums and see what they think, thanks.
With the way this post is going I'm feeling very stupid!!
I used codeblocks to create a exe and now it gives me that error and I don't know if I need to recompile the irrlicht.dll, or since it mentioned the irrlicht.dll and header in the setting up IDE instructions I thought that it may be I have to link it somehow into the IDE so when it made the exe it would make the .dll (but from you post obviously not) so I guess the answer lies with recompiling the .dll in codeblocks (since I dragged the one from the pre compiled tutorial one over and you said that that one is for Microsoft Visual C++)
Correct?
(I'll start looking for a way to compile the .dll in the mean time.)
I think you're still confused about compilers and IDEs. C::B can use many different compilers, so we cannot say you need this or that dll. However, changing the headers, the compiler, or major compiler settings will require to use a different dll (which uses the same settings as your app). So yes, it's probably best to make your own Irrlicht dll which can be easily adapted to your setting.
Well, the dll from the precompiled demos is the MS dll !!!
So use the one for gcc !!!
Take it from the folder bin\Win32-gcc, included to Irrlicht...
@hybrid: do you really think he gets to recompile the dll, even he doesn't get a simple "Hello World" example to run ???
But you're right, a recompiled dll would fit your needs best...
Now it's time to play around with the code (in example 2, my next hurdle)
I tried to substitute 2 Jedi Knight 3 level (quake III engine game) and it said it didn't recognize format. So I downloaded a Quake III map and it said it couldn't open the .pk3. I had changed both the .pk3 name and the .bsp name then put my map in the ///media// folder it was already linked to. Is the code somehow map specific with this map?
(btw it said directX9.0c wasn't included in the Irrlicht.dll Is the tutorial on compiling Irrlicht with codeblocks about just the Irrlicht.dll or about more (In other words do I need to find the part about the .dll or just do the whole tutorial about compiling?))
For DX support you'll have to recompile the dll !!!
This is what most newcomers are asking about...
Maybe you should first do the examples with OpenGL...
If you really want to use DX, there is no other way than recompiling (or use MSVC++) !!!
Have a search for this at the forums, or simpler go to my homepage and use my IrrExtensions !!!
It was created especially for this and grown up to the current version...
Ok thanks I'll take a look into using your extension, btw the .bsp in the .pk3 that I'm trying to use is this one
(download link to zip holding .pk3 holding .bsp and music ... shaders that go with it.) http://files.filefront.com/neotokyo/;47 ... einfo.html
I downloaded an installed IrrExtensions and went to add the irrlicht folder like it asks and instead of accepting a folder it wants a project file, do I unzip the source and try to find the project source file and give it that?
(Btw if you find why it won't accept my .bsp map (in a .pk3) let me know.)