Simple cloud layer SceneNode

Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.
randomMesh
Posts: 1186
Joined: Fri Dec 29, 2006 12:04 am

Re: Simple cloud layer SceneNode

Post 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!
"Whoops..."
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Simple cloud layer SceneNode

Post 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++.
tbw
Posts: 59
Joined: Sat Jan 15, 2011 9:51 am
Location: Germany

Re: Simple cloud layer SceneNode

Post 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!
Travis
Posts: 3
Joined: Sun Feb 27, 2011 3:23 pm

Re: Simple cloud layer SceneNode

Post by Travis »

It's a pity the download(http://www.mediafire.com/?yin80e9dlzvatye) doesn't exists :(
:roll:
Travis
Posts: 3
Joined: Sun Feb 27, 2011 3:23 pm

Re: Simple cloud layer SceneNode

Post by Travis »

Sorry, it's still there! My bad network
804
Posts: 73
Joined: Thu Nov 10, 2011 7:07 pm

Re: Simple cloud layer SceneNode

Post by 804 »

Travis wrote:Sorry, it's still there!
No, it isn't ;(
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Cube_
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Re: Simple cloud layer SceneNode

Post by Cube_ »

woah! EPIC!
this is really interesting.
"this is not the bottleneck you are looking for"
RdR
Competition winner
Posts: 273
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Re: Simple cloud layer SceneNode

Post by RdR »

Download link down :S
Anyone still has these files somewhere?
tbw
Posts: 59
Joined: Sat Jan 15, 2011 9:51 am
Location: Germany

Re: Simple cloud layer SceneNode

Post by tbw »

I will reupload it (reachable via a persistent link).
Give me some time and excuse me for the hazzle...
tbw
Posts: 59
Joined: Sat Jan 15, 2011 9:51 am
Location: Germany

Re: Simple cloud layer SceneNode

Post by tbw »

RdR
Competition winner
Posts: 273
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Re: Simple cloud layer SceneNode

Post 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.
tbw
Posts: 59
Joined: Sat Jan 15, 2011 9:51 am
Location: Germany

Re: Simple cloud layer SceneNode

Post by tbw »

Thank you for the hints. I will correct the errors and upload the fixed version...
ap369
Posts: 6
Joined: Sat Jan 28, 2012 12:18 am
Location: Tunisia

Re: Simple cloud layer SceneNode

Post by ap369 »

cooooooooooooooool thx ;)
thanhle
Posts: 325
Joined: Wed Jun 12, 2013 8:09 am

Re: Simple cloud layer SceneNode

Post by thanhle »

Nice stuff, hope it still works :)
AreaScout
Posts: 16
Joined: Wed Sep 24, 2014 7:30 pm

Re: Simple cloud layer SceneNode

Post 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
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