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Posted: Thu Jul 15, 2010 10:32 am
by Brainsaw
I don't see a reason why it shouldn't get faster after a while. As said before even my netbook (where the Atom is the bottleneck) runs at 50FPS (but you have to wait for about 5-10 seconds for the scenery to settle).

Posted: Thu Jul 15, 2010 12:20 pm
by Murloc992
Brainsaw wrote:I don't see a reason why it shouldn't get faster after a while. As said before even my netbook (where the Atom is the bottleneck) runs at 50FPS (but you have to wait for about 5-10 seconds for the scenery to settle).
I am sorry to say but I waited 10 minutes patiently and still 1 fps. I can even move the car, but on 1 fps it's ridiculous.

Posted: Fri Jul 16, 2010 11:59 am
by Murloc992
Ok it seems it fixed itself somehow, recompilled and now can enjoy 300FPS+ performance. Awesome demos. :P

Posted: Fri Jul 16, 2010 12:36 pm
by Brainsaw
Hmm ... OK ... nice to hear. Which compiler are you using? On my system the VC compiled demo is a lot slower than the gcc compiled one.

Posted: Fri Jul 16, 2010 1:22 pm
by Murloc992
Brainsaw wrote:Hmm ... OK ... nice to hear. Which compiler are you using? On my system the VC compiled demo is a lot slower than the gcc compiled one.
I am using VC++ 2008, but it still gives reasonable performance. :)

Posted: Sat Jul 17, 2010 8:31 am
by Brainsaw
That's nice. I haven't really tried to enhance the performance using VC, because I don't use it ;)


New version online:

Fixed a little bug in the selection of objects in the IrrOdeCar demo: it now works for all objects that can be removed.

Posted: Thu Jul 22, 2010 9:44 am
by Zurzaza
brainsaw, i've got a strange error while using your code.
I'm organizing my "engine code" into class, so i made a function called "initOde" in my "engine" class.
The class contains all irrlicht's environment allocated variables (smgr, device, ...), but everytime the function is called, when it try to alloc the worldnode (with addSceneNode), it returns me a NULL pointer.
I also tried to semplifying my function by pasting your original code:

Code: Select all

bool Engine::initOde()
{

	CIrrOdeSceneNodeFactory cFactory = CIrrOdeSceneNodeFactory(smgr);
	smgr->registerSceneNodeFactory(&cFactory);
	odeFactory = &cFactory;

	CIrrOdeManager::getSharedInstance()->initODE();

	//set IrrODE's timer
	pTimer=device->getTimer();
	CIrrOdeManager::getSharedInstance()->setTimer(pTimer);
	
	if(!pTimer)
		return false;
	ISceneNode * parent = smgr->getRootSceneNode();
    pNode=smgr->addSceneNode("abcd",parent);
    worldNode=reinterpret_cast<CIrrOdeWorld *>(pNode);

	if(pNode)
		return true;
	else
		return false;

}
but nothing changed.
The pointer pNode will also turn into a NULL pointer.

Posted: Thu Jul 22, 2010 11:45 am
by Brainsaw
Hmm ... I think in the line

Code: Select all

pNode=smgr->addSceneNode("abcd",parent); 
you have to specify the type name of the scene node you want to add, so you should try "CIrrOdeWorld" instead of "abcd".

Posted: Thu Jul 22, 2010 12:26 pm
by Zurzaza
ok now it seems to work...i forgot that parameter thank you :wink:

Encountered an error

Posted: Fri Jul 23, 2010 6:53 am
by robertianbelgica
Hi i was able to compile all the library files and include it in the code unfortunately i encountered one error.
this the error prompt:
6>LINK : fatal error LNK1104: cannot open file '..\..\libs\ode-0.11-vc\lib\ReleaseSingleDLL\ode_single.lib'

pls i really need some help. Thanks

Another problem

Posted: Fri Jul 23, 2010 8:00 am
by robertianbelgica
we already solved the problem but another problem occured. we cant open the data files(jpeg files, png files etc....). how are we going to open it? are we supposed to change every single call of data file or can we change some properties so it can be linked directly to the data folder?

Another problem

Posted: Fri Jul 23, 2010 8:01 am
by robertianbelgica
we already solved the problem but another problem occured. we cant open the data files(jpeg files, png files etc....). how are we going to open it? are we supposed to change every single call of data file or can we change some properties so it can be linked directly to the data folder?

Posted: Fri Jul 23, 2010 8:43 am
by Zurzaza
You must include "ode_single.lib" into your project to make irrode libs work. ;)
In this case, he can't find the ode_single lib..maybe wrong path?

Posted: Fri Jul 23, 2010 9:03 am
by robertianbelgica
Yup. we were able to run it. but now a new probable occurs after the green menu an error prompt occurs where in it says. "could not open file of texture:../../data/standby.png"

Posted: Fri Jul 23, 2010 9:34 am
by Zurzaza
robertianbelgica wrote:Yup. we were able to run it. but now a new probable occurs after the green menu an error prompt occurs where in it says. "could not open file of texture:../../data/standby.png"
simply...you must change the data's folder...you're maintaining original irrode's run-time include folder. So, the game is searching into "data" folder the standby.png image.
The solution are two:
- Change the path into the source code
- Copy the data folder into specified path