I still have the above texture problem, but I also have a new camera problem. The theme of my posts seem to be "Errors when re-creating IrrLicht objects":
I have an FPS camera and a .3ds room. When I create gs_Main, it sets up the room and the camera. By default it sets the camera's InputReceiver to FALSE. I then have my onEvent look for key 'C' which toggles the camera's InputReciever.
This actually works, the first time I am in gs_Main... If I go back to gs_Intro (thereby calling the destructor on gs_Main, which remove()s the scene node, but does NOT drop() the mesh or camera), then re-enter gs_Main---
the camera displays the scene, but pressing 'C' no longer works to turn on its event receiver. It wont accept events anymore!
Camera re-initialization : ISSUE RESOLVED (hack)
Camera re-initialization : ISSUE RESOLVED (hack)
Last edited by keless on Thu Jan 22, 2004 4:19 am, edited 1 time in total.
a screen cap is worth 0x100000 DWORDS
hrm, if I put "m_smgr->setActiveCamera(m_cam);" after my camera creation, the event reciever starts working--- which means obviously that while the first time I create this camera, it is automatically set as active, but that the following times it is not.
This makes me worry that the camera is not actually unloaded when I stop using it (and I cant use drop() on it, either). This doesnt seem right, but for now, I've just left setActiveCamera() in as a hack to make IrrLicht work for me.
This makes me worry that the camera is not actually unloaded when I stop using it (and I cant use drop() on it, either). This doesnt seem right, but for now, I've just left setActiveCamera() in as a hack to make IrrLicht work for me.
a screen cap is worth 0x100000 DWORDS