Hi,
has anyone used ISkinnedMesh (from SVN branch) yet?
is it good with .X files?
could i ask for example, please.
Let`s say load foo.x and rotate bone "bar" around some random vector.
I`m just too lazy to experiment on my own
ISkinnedMesh
I tried to use new animation system, but i`ve got a problem.
I compiled irricht under Linux and it was just fine, but when i tried to compile under Win32 using Code::Blocks it produced Irricht.dll sized about 1,4 kB and libIrricht.a sized 800 b. Since i don`t belive that new animation system have done so great space compression i assume something went wrong. Could someone tell me how to compile irricht under code::blocks? Pressing 'rebuild' or 'build' seems not enough
I compiled irricht under Linux and it was just fine, but when i tried to compile under Win32 using Code::Blocks it produced Irricht.dll sized about 1,4 kB and libIrricht.a sized 800 b. Since i don`t belive that new animation system have done so great space compression i assume something went wrong. Could someone tell me how to compile irricht under code::blocks? Pressing 'rebuild' or 'build' seems not enough
h4ck d4 5y5t3m
Here`s a contionuation of my compiling adventure:
i tried to use Blodshed Dev Cpp, after including missing files it hasn`t compiled, so i compiled it once again without them it went ok.
But when i create simple irrlicht project, like in example 1 i get
what`s going wrong? did i messed something up or is it irrlicht fault?
i tried to use Blodshed Dev Cpp, after including missing files it hasn`t compiled, so i compiled it once again without them it went ok.
But when i create simple irrlicht project, like in example 1 i get
i noticed that error is produced by[Linker error] undefined reference to `_imp___ZN3irr12createDeviceENS_5video13E_DRIVER_TYPEERKNS_4core11dimension2dIiEEjbbbPNS_14IEventReceiverEPKc'
Code: Select all
IrrlichtDevice *device =
createDevice();
h4ck d4 5y5t3m
Ok, i managed to fire up new animation system,
i had to rewrite most of modules of my game due to usage of STL strings - looks like new animation system is less tolerant to STL then old system. However effects are promising and i think changing system was worth of work i`ve done.
So i want to share my experiance with STL strings, maybe someone will aviod lots of unnecessery work.
i had to rewrite most of modules of my game due to usage of STL strings - looks like new animation system is less tolerant to STL then old system. However effects are promising and i think changing system was worth of work i`ve done.
So i want to share my experiance with STL strings, maybe someone will aviod lots of unnecessery work.
h4ck d4 5y5t3m