Bonjours, voila mon problème dans mon programme je n'utilise pas de lumière, je compile le programme et le lance résultat plantage du programme inexpliquée, bon je lance le debug et voici se qu'il me rend :
#0 6353A059 irr::video::CNullDriver::addDynamicLight() (C:\\Users\\Ducler Stephane\\Desktop\\Langage C et C++\\Stargate Resurrection\\Irrlicht.dll:??)
#1 63574552 irr::video::COpenGLDriver::addDynamicLight() (C:\\Users\\Ducler Stephane\\Desktop\\Langage C et C++\\Stargate Resurrection\\Irrlicht.dll:??)
#2 00000000 0x00401b12 in ??() (??:??)
#3 00000000 0x003e5ef0 in ??() (??:??)
#4 00000000 0x00000010 in ??() (??:??)
#5 00000000 0x00000000 in ??() (??:??)
donc si je sais bien lire et que j'ai pas sauter des lignes quand j'ai essayer de le débugger, il y a un problème dans la dll hors quand je l'utilise dans un autre programme sa, sa marche donc bon.
voila mon code:
#include <irrlicht.h>
#include <iostream>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
IrrlichtDevice *device = createDevice(EDT_OPENGL, dimension2d<u32>(1024, 768), 32,false, false, false);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IAnimatedMesh* glif[36], *modele, *stargate, *kawosh, *sol;
IAnimatedMesh* chevronI1, *chevronI2, *chevronI3, *chevronI4, *chevronI5, *chevronI6, *chevronI7, *event, *event_back;
IAnimatedMesh* chevronA1, *chevronA2, *chevronA3, *chevronA4, *chevronA5, *chevronA6, *chevronA7;
IAnimatedMeshSceneNode* gliff[36], *Nmodele, *world, *eh, *eh_b, *kawoosh, *sool;
IAnimatedMeshSceneNode* chI1, *chI2, *chI3, *chI4, *chI5, *chI6, *chI7;
IAnimatedMeshSceneNode* chA1, *chA2, *chA3, *chA4, *chA5, *chA6, *chA7;
ITriangleSelector* selector = 0;
ITriangleSelector* selector1 = 0;
scene::IMetaTriangleSelector *metaSelector;
scene::ISceneNode* hitNode;
ITexture* eht[9];
ICameraSceneNode *camera;
IParticleSystemSceneNode* particleSystem;
IParticleAnimatedMeshSceneNodeEmitter* emitter;
int i = 0;
int vitesse = 1000;
float step=0.0f;
float time=(irr::f32)device->getTimer()->getTime() / 1000.0f,oldtime,deltaTime;
class MyEventReceiver : public IEventReceiver
{
public:
// This is the one method that we have to implement
virtual bool OnEvent(const SEvent& event)
{
// Remember whether each key is down or up
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
return false;
}
// This is used to check whether a key is being held down
virtual bool IsKeyDown(EKEY_CODE keyCode) const
{
return KeyIsDown[keyCode];
}
MyEventReceiver()
{
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
KeyIsDown[i] = false;
}
private:
// We use this array to store the current state of each key
bool KeyIsDown[KEY_KEY_CODES_COUNT];
};
void chargement()
{
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("Data/sky/skydome.jpg"),16,8,0.95f,2.0f);
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
stargate = smgr->getMesh("Data/gate sga/stargate sga.b3d");
world = smgr->addAnimatedMeshSceneNode(stargate);
camera = smgr->addCameraSceneNodeFPS(0, 100.0f, 0.5f, 0, 0, 0, true, 3);
camera->setFarValue(7000);
camera->setNearValue(0.1f);
modele = smgr->getMesh("Data/p90/p90.b3d");
Nmodele = smgr->addAnimatedMeshSceneNode(modele,camera);
Nmodele->setVisible(false);
sol = smgr->getMesh("Data/finca/finca.b3d");
sool = smgr->addAnimatedMeshSceneNode(sol);
kawosh = smgr->getMesh("Data/eh/kawoosh.b3d");
kawoosh = smgr->addAnimatedMeshSceneNode(kawosh,world);
world->setPosition(vector3df(0,128,700));
world->setRotation(vector3df(0,90,0));
event = smgr->getMesh("Data/eh/eventHorizon.b3d");
eh = smgr->addAnimatedMeshSceneNode(event, world);
eh->setRotation(vector3df(0,180,0));
eh->setScale(vector3df(1,1.1f,1.2f));
event_back = smgr->getMesh("Data/eh/eventHorizon.b3d");
eh_b = smgr->addAnimatedMeshSceneNode(event, world);
eh_b->setScale(vector3df(1,1.1f,1.2f));
eh_b->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
chevronI1 = smgr->getMesh("Data/chevronI/sga_chevron1.b3d");
chevronI2 = smgr->getMesh("Data/chevronI/sga_chevron2.b3d");
chevronI3 = smgr->getMesh("Data/chevronI/sga_chevron3.b3d");
chevronI4 = smgr->getMesh("Data/chevronI/sga_chevron4.b3d");
chevronI5 = smgr->getMesh("Data/chevronI/sga_chevron5.b3d");
chevronI6 = smgr->getMesh("Data/chevronI/sga_chevron6.b3d");
chevronI7 = smgr->getMesh("Data/chevronI/sga_chevron7.b3d");
chevronA1 = smgr->getMesh("Data/chevronA/sga_chevron1.b3d");
chevronA2 = smgr->getMesh("Data/chevronA/sga_chevron2.b3d");
chevronA3 = smgr->getMesh("Data/chevronA/sga_chevron3.b3d");
chevronA4 = smgr->getMesh("Data/chevronA/sga_chevron4.b3d");
chevronA5 = smgr->getMesh("Data/chevronA/sga_chevron5.b3d");
chevronA6 = smgr->getMesh("Data/chevronA/sga_chevron6.b3d");
chevronA7 = smgr->getMesh("Data/chevronA/sga_chevron7.b3d");
chI1 = smgr->addAnimatedMeshSceneNode(chevronI1, world);
chI2 = smgr->addAnimatedMeshSceneNode(chevronI2, world);
chI3 = smgr->addAnimatedMeshSceneNode(chevronI3, world);
chI4 = smgr->addAnimatedMeshSceneNode(chevronI4, world);
chI5 = smgr->addAnimatedMeshSceneNode(chevronI5, world);
chI6 = smgr->addAnimatedMeshSceneNode(chevronI6, world);
chI7 = smgr->addAnimatedMeshSceneNode(chevronI7, world);
chA1 = smgr->addAnimatedMeshSceneNode(chevronA1, world);
chA2 = smgr->addAnimatedMeshSceneNode(chevronA2, world);
chA3 = smgr->addAnimatedMeshSceneNode(chevronA3, world);
chA4 = smgr->addAnimatedMeshSceneNode(chevronA4, world);
chA5 = smgr->addAnimatedMeshSceneNode(chevronA5, world);
chA6 = smgr->addAnimatedMeshSceneNode(chevronA6, world);
chA7 = smgr->addAnimatedMeshSceneNode(chevronA7, world);
glif[0] = smgr->getMesh("Data/gate sga/sga-inc_active1.b3d");
glif[1] = smgr->getMesh("Data/gate sga/sga-inc_active2.b3d");
glif[2] = smgr->getMesh("Data/gate sga/sga-inc_active3.b3d");
glif[3] = smgr->getMesh("Data/gate sga/sga-inc_active4.b3d");
glif[4] = smgr->getMesh("Data/gate sga/sga-inc_active5.b3d");
glif[5] = smgr->getMesh("Data/gate sga/sga-inc_active6.b3d");
glif[6] = smgr->getMesh("Data/gate sga/sga-inc_active7.b3d");
glif[7] = smgr->getMesh("Data/gate sga/sga-inc_active8.b3d");
glif[8] = smgr->getMesh("Data/gate sga/sga-inc_active9.b3d");
glif[9] = smgr->getMesh("Data/gate sga/sga-inc_active10.b3d");
glif[10] = smgr->getMesh("Data/gate sga/sga-inc_active11.b3d");
glif[11] = smgr->getMesh("Data/gate sga/sga-inc_active12.b3d");
glif[12] = smgr->getMesh("Data/gate sga/sga-inc_active13.b3d");
glif[13] = smgr->getMesh("Data/gate sga/sga-inc_active14.b3d");
glif[14] = smgr->getMesh("Data/gate sga/sga-inc_active15.b3d");
glif[15] = smgr->getMesh("Data/gate sga/sga-inc_active16.b3d");
glif[16] = smgr->getMesh("Data/gate sga/sga-inc_active17.b3d");
glif[17] = smgr->getMesh("Data/gate sga/sga-inc_active18.b3d");
glif[18] = smgr->getMesh("Data/gate sga/sga-inc_active19.b3d");
glif[19] = smgr->getMesh("Data/gate sga/sga-inc_active20.b3d");
glif[20] = smgr->getMesh("Data/gate sga/sga-inc_active21.b3d");
glif[21] = smgr->getMesh("Data/gate sga/sga-inc_active22.b3d");
glif[22] = smgr->getMesh("Data/gate sga/sga-inc_active23.b3d");
glif[23] = smgr->getMesh("Data/gate sga/sga-inc_active24.b3d");
glif[24] = smgr->getMesh("Data/gate sga/sga-inc_active25.b3d");
glif[25] = smgr->getMesh("Data/gate sga/sga-inc_active26.b3d");
glif[26] = smgr->getMesh("Data/gate sga/sga-inc_active27.b3d");
glif[27] = smgr->getMesh("Data/gate sga/sga-inc_active28.b3d");
glif[28] = smgr->getMesh("Data/gate sga/sga-inc_active29.b3d");
glif[29] = smgr->getMesh("Data/gate sga/sga-inc_active30.b3d");
glif[30] = smgr->getMesh("Data/gate sga/sga-inc_active31.b3d");
glif[31] = smgr->getMesh("Data/gate sga/sga-inc_active32.b3d");
glif[32] = smgr->getMesh("Data/gate sga/sga-inc_active33.b3d");
glif[33] = smgr->getMesh("Data/gate sga/sga-inc_active34.b3d");
glif[34] = smgr->getMesh("Data/gate sga/sga-inc_active35.b3d");
glif[35] = smgr->getMesh("Data/gate sga/sga-inc_active36.b3d");
for(int i = 0; i <= 35; i++)
{
gliff[i] = smgr->addAnimatedMeshSceneNode(glif[i],world);
gliff[i]->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
}
chI1->setMaterialFlag(EMF_LIGHTING, false);
chI2->setMaterialFlag(EMF_LIGHTING, false);
chI3->setMaterialFlag(EMF_LIGHTING, false);
chI4->setMaterialFlag(EMF_LIGHTING, false);
chI5->setMaterialFlag(EMF_LIGHTING, false);
chI6->setMaterialFlag(EMF_LIGHTING, false);
chI7->setMaterialFlag(EMF_LIGHTING, false);
chA1->setMaterialFlag(EMF_LIGHTING, false);
chA2->setMaterialFlag(EMF_LIGHTING, false);
chA3->setMaterialFlag(EMF_LIGHTING, false);
chA4->setMaterialFlag(EMF_LIGHTING, false);
chA5->setMaterialFlag(EMF_LIGHTING, false);
chA6->setMaterialFlag(EMF_LIGHTING, false);
chA7->setMaterialFlag(EMF_LIGHTING, false);
Nmodele->setPosition(Nmodele->getPosition() + vector3df(4.2f,0,-2.5f));
Nmodele->setFrameLoop(30,60);
kawoosh->setVisible(false);
kawoosh->setFrameLoop(1,104);
kawoosh->setAnimationSpeed(0);
particleSystem = smgr->addParticleSystemSceneNode(false, world, 0, vector3df(15,0,0));
emitter = particleSystem->createAnimatedMeshSceneNodeEmitter(kawoosh, true,vector3df(0,0,0),1000,-1,false,2800,3000,SColor(255,200,200,255),SColor(255,180,180,255),150,150,10,dimension2df(30, 30),dimension2df(45, 45));
particleSystem->setEmitter(emitter);
particleSystem->setVisible(false);
particleSystem->setMaterialFlag(irr::video::EMF_ZWRITE_ENABLE, false); // desactive zbuffer pour surfaces derriere
particleSystem->setMaterialTexture(0, driver->getTexture("Data/eh/particule_eh.bmp")); // on colle une texture
particleSystem->setMaterialType(EMT_TRANSPARENT_ALPHA_CHANNEL);
sool->setAutomaticCulling ( scene::EAC_BOX );
world->setAutomaticCulling ( scene::EAC_FRUSTUM_SPHERE);
selector = smgr->createOctreeTriangleSelector(sool->getMesh(), sool, 0);
sool->setTriangleSelector(selector);
selector1 = smgr->createOctreeTriangleSelector(world->getMesh(), world, 0);
world->setTriangleSelector(selector1);
metaSelector = smgr->createMetaTriangleSelector();
metaSelector->addTriangleSelector(selector);
metaSelector->addTriangleSelector(selector1);
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
metaSelector, camera, core::vector3df(20,10,20),
core::vector3df(0,-10,0),
core::vector3df(0,50,0));
metaSelector->drop();
camera->addAnimator(anim);
anim->drop();
camera->setPosition(vector3df(500,100,0));
}
void chargevent()
{
ISceneNodeAnimator *anim;
core::array<video::ITexture*> textures;
for (s32 g=1; g<20; ++g)
{
char tmp[64];
sprintf(tmp, "Data/eh/eh/eh%d.png", g);
video::ITexture* t = driver->getTexture(tmp);
textures.push_back(t);
}
anim = smgr->createTextureAnimator(textures, 100);
eh->addAnimator(anim);
eh_b->addAnimator(anim);
}
void gate_idle()
{
eh->setVisible(false);
eh_b->setVisible(false);
for(s32 i = 0; i < 36; i++)
{
gliff[i]->setVisible(false);
}
}
void incoming()
{
bool active = false;
if (device->getTimer()->getTime () - vitesse > 160 && i <= 35)
{
gliff[i]->setVisible(true);
if(i>0)
{
gliff[i-1]->setVisible(false);
}
i = i + 1;
vitesse = device->getTimer()->getTime ();
}
if(i >= 36)
{
active = true;
}
if(active == true)
{
eh->setVisible(true);
eh_b->setVisible(true);
kawoosh->setAnimationSpeed(30);
particleSystem->setVisible(true);
if(kawoosh->getFrameNr() >= 96)
{
particleSystem->setVisible(false);
kawoosh->setAnimationSpeed(0);
}
}
}
int main(int argc, char** argv)
{
bool active = false;
MyEventReceiver receiver;
device->setEventReceiver(&receiver);
chargement();
chargevent();
gate_idle();
emitter->drop();
wchar_t titre[100];
while(device->run())
{
oldtime = time;
time = (irr::f32)device->getTimer()->getTime() / 1000.0f;
deltaTime = time - oldtime;
if(receiver.IsKeyDown(KEY_KEY_C))
{
active = true;
}
if(active == true)
{
incoming();
}
swprintf(titre, L"FPS : %d", driver->getFPS());
device->setWindowCaption(titre);
driver->beginScene(true, true, SColor(0,0,0,0));
smgr->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
j'aurais aimer avoir votre aide.