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Re: Simple cloud layer SceneNode

Posted: Fri Oct 14, 2011 8:44 am
by randomMesh
I disagree, the cleaner solution is to only use the needed headers.

GCC can only use the precompiled header in your application if the same compiler switches are set as when the header was compiled and it may use at most one. What is if you use more than one library?

Don't be lazy, start to write clean code now!

Re: Simple cloud layer SceneNode

Posted: Fri Oct 14, 2011 10:40 am
by hendu
Even reduced headers will take longer to compile than with one precompiled header.
What is if you use more than one library?
Well, in my project I have one main include including everything else, and precompile that whenever any of my headers change. Thus no problem with the flags or using multiple libraries, and fast compiles despite C++.

Re: Simple cloud layer SceneNode

Posted: Fri Oct 14, 2011 5:22 pm
by tbw
I've uploaded a fixed archive.
I tried to build the source based on the coding style of the scenenodes included in irrlicht.
Out of that view it is correct to reduce headers (Every scenenode in irrlicht is coded that way). Also it would be correct to replace the #define with with a static uint (I did not find any scenenode in irrlicht using a #define).
On the other hand in my projects I act like hendu (using precompiled header).
So in the end it depends on the coding policies (like naming conventions too)....
Nevertheless thank you for the hints and the comments!

Re: Simple cloud layer SceneNode

Posted: Thu Nov 24, 2011 10:48 am
by Travis
It's a pity the download(http://www.mediafire.com/?yin80e9dlzvatye) doesn't exists :(
:roll:

Re: Simple cloud layer SceneNode

Posted: Thu Nov 24, 2011 11:16 am
by Travis
Sorry, it's still there! My bad network

Re: Simple cloud layer SceneNode

Posted: Sun Jan 08, 2012 11:00 am
by 804
Travis wrote:Sorry, it's still there!
No, it isn't ;(

Re: Simple cloud layer SceneNode

Posted: Mon Jan 09, 2012 7:55 am
by Cube_
woah! EPIC!
this is really interesting.

Re: Simple cloud layer SceneNode

Posted: Mon Jan 09, 2012 2:17 pm
by RdR
Download link down :S
Anyone still has these files somewhere?

Re: Simple cloud layer SceneNode

Posted: Mon Jan 09, 2012 3:33 pm
by tbw
I will reupload it (reachable via a persistent link).
Give me some time and excuse me for the hazzle...

Re: Simple cloud layer SceneNode

Posted: Fri Jan 13, 2012 7:34 pm
by tbw

Re: Simple cloud layer SceneNode

Posted: Fri Jan 20, 2012 1:17 pm
by RdR
Thanks for uploading, works very nice.

One small bug tho, TextureScale not properly set on deserializeAttributes();
Changed

Code: Select all

 
TextureScale = in->getAttributeAsFloat("TextureScale");
 
To

Code: Select all

 
setTextureScale(in->getAttributeAsFloat("TextureScale"));
 
And after the nodes are created by your Custom scene node factory, still need to set the correct MaterialTypeParam.

Re: Simple cloud layer SceneNode

Posted: Fri Jan 20, 2012 4:51 pm
by tbw
Thank you for the hints. I will correct the errors and upload the fixed version...

Re: Simple cloud layer SceneNode

Posted: Thu Feb 02, 2012 11:40 pm
by ap369
cooooooooooooooool thx ;)

Re: Simple cloud layer SceneNode

Posted: Tue Jul 09, 2013 6:55 am
by thanhle
Nice stuff, hope it still works :)

Re: Simple cloud layer SceneNode

Posted: Wed Sep 24, 2014 7:42 pm
by AreaScout
Hi all

First congrats on this one, these are really nice looking clouds

I was trying your cloud class on an OpenGL ES2 device running with Ubuntu/Debian on X11, the clouds are visible but they don't move ?? What could that be ? On windows it works, i use the ogl-es irrlicht branch which is 1.9.0

RG