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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.
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:
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
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.