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Posted: Sat Jul 03, 2010 8:36 pm
by PI
Wow, what a nice editor you're working on! This could evolve into an official editor for Irrlicht, I mean, open-source wise. :) Keep up the good work!

Cheers,
PI

Posted: Sun Jul 04, 2010 6:21 pm
by sudi
ACE247 wrote:It seems the segfault lies solely with the wxWidgets buttons, somewhere there is a problem with those, through scripts I can perfectly well add scene node animators and nodes. But not with the add node and add animator buttons.
Thanks for the Exe by the way, works perfectly. :D
Wait are you telling me that when u compile the editor yourself it doesn't work but the exe i provided works?

is you compiler correctly setup?

Posted: Sun Jul 04, 2010 6:35 pm
by ACE247
Yes, it is setup correctly, but since i've not really ever before used CodeBlocks before EditIrr, I wouldn't know if it is. :)

Maybe you could just give me a quick rundown of any specific things that have to be set for this to work?

Posted: Mon Jul 05, 2010 10:27 am
by sudi
So wait are you telling me that my exe does not have the bug you described? but when u compile yourself it does have the bug?

for vc++user

Posted: Tue Jul 06, 2010 4:22 am
by gbox
do u have any plan for vc++ bulid?

Posted: Tue Jul 06, 2010 5:41 am
by Brainsaw
You could just grab the source code and compile it in VC++ yourself. But be aware that plugins compiled for the gcc version won't work with the VC++ version (and vice versa).

Posted: Thu Jul 08, 2010 3:02 pm
by ACE247
Sudi wrote:So wait are you telling me that my exe does not have the bug you described? but when u compile yourself it does have the bug?
Yes I am saying that.
Ps been away for a week on a school camp.

Posted: Tue Jul 13, 2010 4:21 pm
by ent1ty
When i try to run this, it says it can't find wxbase28_gcc_custom.dll Did you forget to pack in that dll or is it supposed to be already in my system?

Posted: Wed Jul 14, 2010 8:13 am
by ent1ty
Ok, so i figured out that the installer from sf has the needed dlls. Just the download in the first post doesn't. Maybe you could mention that somewhere as not everyone is a seer?

Anyways, is it possible for the plugin to add some more editboxes to the material editor?

Posted: Wed Jul 14, 2010 9:18 am
by ent1ty
Well i got the source and did it the hard way, here is what i added:


Image

so you can now easily make textures scale. I was not able to compile EditIrr because of all the dependencies, so i submitted the stuff that i changed here: http://sourceforge.net/tracker/?func=de ... id=1362695


EDIT: oh well, now i realized that i screwed up the source a little bit :oops:
here is fix

Code: Select all

void MaterialEditor::OntexRepXChange(wxSpinEvent& event)
{
    s32 ts_matIndex= MaterialIndex->GetValue();
    s32 ts_texLayer= TextureLayer->GetValue();
    s32 ts_texRepY= texRepY->GetValue();
    s32 ts_texRepX= texRepX->GetValue();
    core::matrix4 mat= Node->getMaterial(ts_matIndex).getTextureMatrix(ts_texLayer);
    mat.setTextureScale(ts_texRepX, ts_texRepY);
    Node->getMaterial(ts_matIndex).setTextureMatrix(ts_texLayer, mat);
}
i hope that this one will work since i'm doing it from memory

it never ends well when i don't try to compile stuff i wrote

Posted: Wed Jul 14, 2010 1:20 pm
by 3DModelerMan
I'm testing it out right now.

Posted: Wed Jul 14, 2010 1:27 pm
by 3DModelerMan
Works good. Thanks for the contribution.

Posted: Wed Jul 14, 2010 3:57 pm
by ent1ty
I'm glad i could help. Any clue when next version will be released?

Posted: Wed Jul 14, 2010 5:56 pm
by 3DModelerMan
I've just got to get the particle editor done, then I'll talk to sudi about another version.

Posted: Wed Jul 14, 2010 6:51 pm
by ent1ty
OK, waiting eagerly here as irrEdit is closed-source and in scripts you can't access nor set the texture matrix.