Irrlicht basics tutorial [Note: HUGE POST]

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Total votes : 135

Postby JP » Thu Nov 06, 2008 10:03 am

Pretty much the same way you'd load an animated mesh but instead of smgr->addAnimatedMeshSceneNode use smgr->addMeshSceneNode.
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Postby hybrid » Thu Nov 06, 2008 1:03 pm

You should explicitly call ->getMesh(0) on the IAnimatedMesh to get the static IMesh, then add it to the MeshSceneNode.
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Postby radomiro » Fri Dec 26, 2008 2:44 pm

why the lights topic are so elusive in Irrlicht tutorials? (not to mention shadows) :(
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Postby OlympusMons » Tue Mar 03, 2009 9:07 pm

Thank you dudMan for this very helpful tutorial.
It helped me getting started quickly for my school project.
8)
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Postby R@!D3N » Thu Apr 29, 2010 6:18 pm

sorry for asking this again if it has already been posted but im getting an
error saying. . ...

error C2259: 'MyEventReceiver' : cannot instantiate abstract class

ummmm. . ..any help ???

its on this line in the third chapter:

Code: Select all
MyEventReceiver rv;
 device->setEventReceiver(&rv);


doing this for a project ... any quick help would be gr8. . thnx.....

btw gr8 tute... :)

oh yeah one more thing ... u said this code isnt oop .... how could i make an oop code using these basics ???
u no... lyk make my own classes nd functions nd stuff....
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Postby hybrid » Thu Apr 29, 2010 8:19 pm

Just read the error message to its end. And compare to the text found in the FAQ. Try to stop at places that talk about OnEvent, or take care of tis signature.
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Postby blahdragon13 » Mon May 31, 2010 6:34 am

hello
i started to play around with tut
but...
when i made a cube at the begining
all i got was a black screen
i know for a fact that the cube is where the black
came from
but...
i go to move it away from the camera i got to "vector3df(0,0,7)"
and it disapear?
sorry but im a noob with programing
and can anyone explain?
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Postby hybrid » Mon May 31, 2010 12:48 pm

Do you know that black is the default background color, and that when you don't add a light, also the cube (and anything else) will be black by default?!
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Postby w3rd » Wed Sep 22, 2010 12:21 pm

thx for the tutorial! just wanted to make a quick suggestion: maybe it would be better not to use the using namespace statements? they are nice when you know what you are doing. But if you start off like me, not using them can help to get an overview over the architecture.

just my thoughts...
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Postby cjpaver » Tue May 17, 2011 6:55 pm

GameDude wrote:Also, if your using the wxDev-CPP IDE, then you don't need the pragma comment, you can just link to it in the linker options. Just thought I'd put that up as a side note


Code: Select all
#pragma comment(lib, Irrlicht.lib);


I had no clue what this did, but included it because all the other examples had it. With VS, what this line of code does is add it to your additional library dependencies.

So if you follow Project-> Properties-> Linker-> Input, then add Irrlicht.lib to the line in Additional Dependencies, you can remove the #pragma line from your code.

Thought I'd share.
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