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.
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je ne veut pas être méchant mais c'est super mal coder
tu initialise beaucoup de variable en dehord du main ou d'une fonction oui cela marche mais tu prend de mauvaise habitude
si tu doit initialiser des variable "global", se sont en rêgle général des const char*, sinon c'est a éviter
je pensse que tu devrait réorganisé ton code (des class notament),
pour ton problème, essaye de recompiller irrlicht voir le metre à jours, si ce n'est pas ça je dirais que c'est ton code
je les survoler et effectivement tu n'utilise pas de light, recompile en debug avec le code profiling ( -g + -pg )
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je sais que je code tres mal, demain je refait en entier le code donc je corrigerais cela, merci et pour recompiler irrlicht se sera demain aussi.
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+1 Magun !!
La première chose à apprendre c'est le debugger !!!
Après c'est magique on se dépatouille tout seul
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d'accords de toute façon je devait reprendre le code sa est juste pour tester les modeles de la porte des étoiles.
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