<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title><![CDATA[GMan's Mods & Stuff — Programming]]></title>
		<link>https://gprogs.com/index.php</link>
		<atom:link href="https://gprogs.com/extern.php?action=feed&amp;fid=2&amp;type=rss" rel="self" type="application/rss+xml" />
		<description><![CDATA[The most recent topics at GMan's Mods & Stuff.]]></description>
		<lastBuildDate>Sat, 31 Aug 2013 15:08:39 +0000</lastBuildDate>
		<generator>PunBB</generator>
		<item>
			<title><![CDATA[I am stuck with setup and compilation of the irrlicht modules, please]]></title>
			<link>https://gprogs.com/viewtopic.php?id=484&amp;action=new</link>
			<description><![CDATA[]]></description>
			<author><![CDATA[null@example.com (Juggernaut)]]></author>
			<pubDate>Sat, 31 Aug 2013 15:08:39 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=484&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[[Mac] Need compiled lib for 1.7.3]]></title>
			<link>https://gprogs.com/viewtopic.php?id=462&amp;action=new</link>
			<description><![CDATA[<p>Please, can you compile and upload the library for irrLicht 1.7.3?</p>]]></description>
			<author><![CDATA[null@example.com (Ratchet)]]></author>
			<pubDate>Sat, 09 Jun 2012 09:34:36 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=462&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Mod for Linux]]></title>
			<link>https://gprogs.com/viewtopic.php?id=460&amp;action=new</link>
			<description><![CDATA[]]></description>
			<author><![CDATA[null@example.com (porcus)]]></author>
			<pubDate>Tue, 01 May 2012 23:56:08 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=460&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Fade in/Fade out]]></title>
			<link>https://gprogs.com/viewtopic.php?id=451&amp;action=new</link>
			<description><![CDATA[<p>Hi,<br />I&#039;m a complete noob to Irrlicht. I&#039;ve got a large project currently using b3d sdk and blitzmax and I would like to transfer it to irrlicht as in my testing it will improve the speed by upto a third in my program. My problem is this: I use heavily entityalpha in my code and there doesn&#039;t appear to be a similar command in the b3d command wrapper. I know how to use normal irrlitcht functions in with the b3d wrapper functions but I&#039;ve had a look and I can&#039;t seem to see a way to get this function.&nbsp; All I can find is people talking about using shaders but I&#039;m a noob so have no idea how to go about that. Also the objects I will be applying this entityalpha on are simple cubes created via createcube.</p><p>Thanks for any help</p>]]></description>
			<author><![CDATA[null@example.com (gameaddict20)]]></author>
			<pubDate>Thu, 08 Mar 2012 14:19:09 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=451&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Movement into cameradirection]]></title>
			<link>https://gprogs.com/viewtopic.php?id=448&amp;action=new</link>
			<description><![CDATA[<p>Hi!<br />Got a problem: i cant move into the direction of the camera.<br />ive searched irrlicht forums, but in this bmaxversion theys solutions wont work at all <img src="https://gprogs.com/img/smilies/hmm.png" width="15" height="15" alt="hmm" /><br />what am i doing wrong?</p><p>Function movement()<br />Local nodePosition:Vector3df = camera.getPosition()<br />Local velo:vector3df</p><br /><p>&nbsp; &nbsp; If receiver.IsKeyDown(EKEY_KEY_W)<br />&nbsp; &nbsp; <br />&nbsp; &nbsp; velo.setZ(nodePosition.getZ() + (MOVEMENT_SPEED * frameDeltaTime))<br />&nbsp; &nbsp; ElseIf receiver.IsKeyDown(EKEY_KEY_S)<br />&nbsp; &nbsp; &nbsp; &nbsp; velo.setZ(nodePosition.getZ() - (MOVEMENT_SPEED * frameDeltaTime))<br />&nbsp; &nbsp; EndIf</p><p>&nbsp; &nbsp; If receiver.IsKeyDown(EKEY_KEY_A)<br />&nbsp; &nbsp; &nbsp; &nbsp; velo.setX(nodePosition.getX() - (MOVEMENT_SPEED * frameDeltaTime))<br />&nbsp; &nbsp; ElseIf receiver.IsKeyDown(EKEY_KEY_D)<br />&nbsp; &nbsp; &nbsp; &nbsp; velo.setX(nodePosition.getX() + (MOVEMENT_SPEED * frameDeltaTime))<br />&nbsp; &nbsp; EndIf<br />&nbsp; &nbsp; <br />&nbsp; &nbsp; Local x:Float,y:Float,z:Float</p><p>&nbsp; &nbsp; Local m:matrix4 = New matrix4<br />&nbsp; &nbsp; m= camera.getabsolutetransformation()<br />&nbsp; &nbsp; m.rotatevect(velo)<br />&nbsp; &nbsp; X=camera.getposition().getX()+velo.getx()<br />&nbsp; &nbsp; Y=camera.getposition().getY()+velo.getY()<br />&nbsp; &nbsp; Z=camera.getposition().getZ()+velo.getZ()<br />&nbsp; &nbsp; camera.setposition(_VECTOR3dF(x,y,z))<br />&nbsp; &nbsp; <br />End Function</p><br /><p>get the error: unhandlet exception: attempt to access field or method of null object at &quot;m.rotatevect(velo)&quot;</p><p>hope anyone can help =/</p>]]></description>
			<author><![CDATA[null@example.com (Infected)]]></author>
			<pubDate>Wed, 07 Dec 2011 18:57:39 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=448&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[no getcursorcontrol().setposition() ?]]></title>
			<link>https://gprogs.com/viewtopic.php?id=447&amp;action=new</link>
			<description><![CDATA[]]></description>
			<author><![CDATA[null@example.com (Infected)]]></author>
			<pubDate>Wed, 07 Dec 2011 17:25:59 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=447&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Compiling Mod and any other advice]]></title>
			<link>https://gprogs.com/viewtopic.php?id=445&amp;action=new</link>
			<description><![CDATA[<p>Hi GMan, </p><p>I&#039;m feeling really dumb here and I know i&#039;ve asked a few other questions lately just hoping you still are able to help with this a bit? i&#039;m unable to recompile the mod, I was looking at what it takes and spending time trying to search the forums but not having any luck, i saw a post mention you need the MinGW installed in the windows directory so i downloaded that but i just get a &quot;Build Error: failed to compile irrlicht.cpp&quot; error when trying to build Core.bmx.</p><p>I am a complete noob with building modules I haven&#039;t done any before (am i able build them with BMX or do i need an external compilier?) but I didn&#039;t think it was supposed to be hard? Do i need the irrlicht code installed as well somewhere? I understand the C++ syntax reasonably and BMX quite well but just not sure how to put them together? </p><p>If anyone can help with any off this that would be awesome, the main thing I really need and is missing is a wrapper for IParticleScaleAffector which i really need for them to look any good, Once i can start compiling things i&#039;m pretty confident i can work it and happy to share it too. </p><p>I&#039;m pretty stuck and don&#039;t want to have to use individual billboard particles just to get scaling working because its a lot slower and i would like to add beam scene nodes too which i can do another way but would like to keep it consistent irrlicht style.</p><p>Thanks for anything you can offer when you have any free time, I still have plenty of coding to do in the meantime <img src="https://gprogs.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></description>
			<author><![CDATA[null@example.com (fishy417)]]></author>
			<pubDate>Sat, 02 Jul 2011 00:32:09 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=445&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Modifying iTexture or IImage per pixel]]></title>
			<link>https://gprogs.com/viewtopic.php?id=444&amp;action=new</link>
			<description><![CDATA[<p>Hi,</p><p>I&#039;ve trying to draw directly to screen for drawing antialiased 2d lines, the best way looks like directly drawing to a iTexture and the using MyDriver.Draw2dImage()... to get it on screen, however i&#039;ve tried the code below but it looks like it must be messing with the memory directly because i see it drawing other textures, switching between random textures and colors? (its messy code atm because i was try multiple things, Sorry). I don&#039;t realy have anywhere to upload the example pictures but i could email if you wanted to see the issues when using setpixel()?</p><div class="codebox"><pre><code>    Local Itex:IImage = Mydriver.createImageEmpty(3, _DIMENSION2DI(256, 256))
    Local Col:SColor = _SCOLOR(255, 255, 255, 255)
        
    Local Vect1:Vector2di = Vector2di.createFromVals(Startpos.getX(), Startpos.getY())
    Local Vect2:Vector2di = Vector2di.createFromVals(EndPos.getX(), EndPos.getY())
        
    Local Pos:Position2di = StartPos
    Local Ang:Double = Vect1.getAngleWith(Vect2)
    Local Dist:Double = Vect1.getDistanceFrom(Vect2)
        
    Local SinVal:Double = Sin(Ang)
    Local CosVal:Double = Cos(Ang)
        
    
        Local A:Int
        While A &lt; Dist
            A = A + 1
            Itex.setPixel(Pos.getX(), Pos.getY(), Col, False)
&#039;            
            Pos = _POSITION2DI(Pos.getX() + (SinVal * A), Pos.getY() + (CosVal * A))
        Wend

        Local Texy:ITexture = MyDriver.addTextureFromImage(&quot;Tex154679&quot;, Itex)
                
                &#039;same as Driver.Draw2dImage() but just includes alpha by default
        MyGUI.DrawFull2DImage(Texy, _POSITION2DI(50, 50))
        
        MyDriver.removeTexture(Texy)
        Itex.drop()</code></pre></div><p>otherwise i&#039;ve found this code which i think would be better anyway, but i don&#039;t know to use the texture.lock() function and how to access the data it provides through the byte ptr? if i could get help converting this for bmax that would be awesome <img src="https://gprogs.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> </p><div class="codebox"><pre><code>video::ITexture* t = mesh-&gt;getMesh(0)-&gt;getMeshBuffer(0)-&gt;getMaterial().getTexture(0); 
   video::SColor c = video::SColor(0xFFFF0000); 
   int p = t-&gt;getPitch(); 
   video::ECOLOR_FORMAT f = t-&gt;getColorFormat(); 
   int z = video::IImage::getBitsPerPixelFromFormat(f) / 8; 
   int m = 0; // can be from 0 to 8 (for texture with size 256x256) 
   void* b = t-&gt;lock(false, m); 
   if (b) 
   { 
      for (int x = 0; x &lt; (256 &gt;&gt; m); x++) 
         for (int y = 0; y &lt; (256 &gt;&gt; m); y++) 
            c.getData((unsigned char*)b + y * (p / (1 &lt;&lt; m)) + x * z, f); 

      t-&gt;unlock(); 
   }</code></pre></div>]]></description>
			<author><![CDATA[null@example.com (fishy417)]]></author>
			<pubDate>Fri, 17 Jun 2011 12:42:28 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=444&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[How to set a minimum window size to a resizeable window?]]></title>
			<link>https://gprogs.com/viewtopic.php?id=439&amp;action=new</link>
			<description><![CDATA[<p>Hello, like the title of this thread already said I want to set the minimal allowed size of a resizeable window.</p><p>Here some little code to show the context in which I want the window minimum size:<br /></p><div class="codebox"><pre><code>SuperStrict

Import irrlicht.core

Local xmax:Int = 800
Local ymax:Int = 600

Local device:IrrlichtDevice = IrrlichtDevice.Create(EDT_DIRECT3D9, _DIMENSION2DI(xmax, ymax), 32, False, False, True)
Local Driver:IVideoDriver = device.getVideoDriver()
Local scmgr:ISceneManager = device.getSceneManager()

device.setResizable(True)

Local cam:ICameraSceneNode = scmgr.addCameraSceneNode()
cam.SetPosition(_VECTOR3DF(0, 0, -20))
Local cube:IMeshSceneNode = scmgr.addCubeSceneNode()
Local LIGHT:ILightSceneNode = scmgr.addLightSceneNode(, _VECTOR3DF(-5, 10, -5))

scmgr.setAmbientLight(_SCOLORF(0.1, 0.1, 0.1))
scmgr.setActiveCamera(cam)

While(device.run())
    Local rot:Vector3df = cube.GetRotation()
    rot.PlusEq(_VECTOR3DF(1, 1, 1))
    cube.SetRotation(rot)
    
    xmax = Driver.getScreenSize().getWidth()
    ymax = Driver.getScreenSize().getHeight()
    cam.setAspectRatio(xmax / Float(ymax))
    
    Driver.BeginScene()
    scmgr.drawAll()
    Driver.EndScene()
    device.setWindowCaption(Driver.getFPS() + &quot; FPS, close me by pressing &lt;Alt&gt;+&lt;F4&gt;&quot;)
Wend

device.drop()</code></pre></div><p>For the program I&#039;m writing it&#039;s important that the window can&#039;t be smaller than 400*300 or sth. like this. I didn&#039;t find anything in the internet concerning this topic so I&#039;m asking here for help.</p>]]></description>
			<author><![CDATA[null@example.com (Lobby)]]></author>
			<pubDate>Sat, 30 Apr 2011 15:31:04 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=439&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[equilivant pack_texureBlendFunc ?]]></title>
			<link>https://gprogs.com/viewtopic.php?id=436&amp;action=new</link>
			<description><![CDATA[<p>Hi,</p><p>I&#039;m trying to get ONETEXTURE_BLEND working with sprites so i can set the alpha of scenenodes with textures that have alpha as well, I&#039;ve got the below code off the irrilich forums which is easiest enough to convert to BMax however i&#039;m not sure if the function pack_texureBlendFunc or equivilent exists in the BMax wrapper, is it missing or is the it just located somewhere else?</p><p>Thanks,</p><br /><p>::SetAlpha( f32 alpha ) <br />{ <br />&nbsp; &nbsp;// transparent? <br />&nbsp; &nbsp;if( alpha &lt; 1.0 ) <br />&nbsp; &nbsp; &nbsp; parent.GetSceneManager().registerNodeForRendering( meshSceneNode, ESNRP_TRANSPARENT ); <br />&nbsp; &nbsp;else <br />&nbsp; &nbsp; &nbsp; parent.GetSceneManager().registerNodeForRendering( meshSceneNode, ESNRP_SOLID ); <br />&nbsp; &nbsp; <br />&nbsp; &nbsp;// set the alpha <br />&nbsp; &nbsp;for( int i=0; i &lt; meshSceneNode-&gt;getMaterialCount(); i++ ) <br />&nbsp; &nbsp;{ <br />&nbsp; &nbsp; &nbsp; // get the material <br />&nbsp; &nbsp; &nbsp; video::SMaterial &amp;material = meshSceneNode-&gt;getMaterial(i); <br />&nbsp; &nbsp; &nbsp; material.MaterialType = video::EMT_ONETEXTURE_BLEND; <br />&nbsp; &nbsp; &nbsp; material.MaterialTypeParam = video::pack_texureBlendFunc( video::EBF_SRC_ALPHA, video::EBF_ONE_MINUS_SRC_ALPHA, video::EMFN_MODULATE_1X ); <br />&nbsp; &nbsp; &nbsp; material.Lighting = true; <br />&nbsp; &nbsp; &nbsp; material.ZWriteEnable = true; <br />&nbsp; &nbsp; &nbsp; material.DiffuseColor.setAlpha(alpha*255); <br />&nbsp; &nbsp;}</p>]]></description>
			<author><![CDATA[null@example.com (fishy417)]]></author>
			<pubDate>Mon, 04 Apr 2011 00:48:52 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=436&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Mixing iB3D with Irrlicht / Animating models in iB3D?]]></title>
			<link>https://gprogs.com/viewtopic.php?id=434&amp;action=new</link>
			<description><![CDATA[<p>Hello!</p><p>is it possible to mix iB3D with normal underlying Irrlicht commands, such as if you wanted to play with the scene manager or add things otherwise not within iB3D</p><p>Also, Is there an ANIMATE command in iB3D? I see that there&#039;s a LoadAnimMesh but i can&#039;t find any way to play an animation...</p>]]></description>
			<author><![CDATA[null@example.com (Mog)]]></author>
			<pubDate>Tue, 01 Feb 2011 13:51:51 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=434&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Working with shaders]]></title>
			<link>https://gprogs.com/viewtopic.php?id=433&amp;action=new</link>
			<description><![CDATA[<div class="codebox"><pre><code>Type MyShaderCallBack Extends IShaderConstantSetCallBack
    Field fLightStrength1:Float
    Field fLightStrength2:Float
    Field fLightStrength3:Float
    Field fLightStrength4:Float
    
    Field fvLightPosition1:Float[3]
    Field fvLightPosition2:Float[3]
    Field fvLightPosition3:Float[3]
    Field fvLightPosition4:Float[3]
    
    Field fvLightColor1:Float[4]
    Field fvLightColor2:Float[4]
    Field fvLightColor3:Float[4]
    Field fvLightColor4:Float[4]
    
    Field fvAmbientColor:Float[4]
    
    Field fSpecularPower:Float = 0.0        &#039;S=pow(fDiffuseIntensity,fSpecularPower)*fSpecularStrength;
    Field fSpecularStrength:Float = 0.0    &#039;will result in less glossing surfaces
    Field fBumpStrength:Float = 0.8        &#039;strength of the bumpmapping.. higher values will result in more &quot;bumpy&quot; surfaces 
    
    Method OnSetConstants(services:IMaterialRendererServices,userdata:Int)
        Local driver:IVideoDriver = services.getVideoDriver()
        
        Local var0:Float = 0
        Local var1:Float = 1
        
        services.setPixelShaderConstantFromName(&quot;baseMap&quot;, Varptr var0, 1)
        services.setPixelShaderConstantFromName(&quot;bumpMap&quot;, Varptr var1, 1)
        
        Local invWorld:matrix4 = driver.getTransform(ETS_WORLD)
        invWorld.makeInverse()
        services.setPixelShaderConstantFromName(&quot;matWorldInverse&quot;, invWorld.pointer(), 16)
        
        services.setPixelShaderConstantFromName(&quot;fLightStrength1&quot;, Varptr(fLightStrength1), 1)
        services.setPixelShaderConstantFromName(&quot;fLightStrength2&quot;, Varptr(fLightStrength2), 1)
        services.setPixelShaderConstantFromName(&quot;fLightStrength3&quot;, Varptr(fLightStrength3), 1)
        services.setPixelShaderConstantFromName(&quot;fLightStrength4&quot;, Varptr(fLightStrength4), 1)
        
        services.setPixelShaderConstantFromName(&quot;fvLightPosition1&quot;, Varptr(fvLightPosition1)[0], 3)
        services.setPixelShaderConstantFromName(&quot;fvLightPosition2&quot;, Varptr(fvLightPosition2)[0], 3)
        services.setPixelShaderConstantFromName(&quot;fvLightPosition3&quot;, Varptr(fvLightPosition3)[0], 3)
        services.setPixelShaderConstantFromName(&quot;fvLightPosition4&quot;, Varptr(fvLightPosition4)[0], 3)
        
        services.setPixelShaderConstantFromName(&quot;fvAmbient&quot;, Varptr(fvAmbientColor)[0], 4)
        services.setPixelShaderConstantFromName(&quot;fvLight1Color&quot;, Varptr(fvLightColor1)[0], 4)
        services.setPixelShaderConstantFromName(&quot;fvLight2Color&quot;, Varptr(fvLightColor2)[0], 4)
        services.setPixelShaderConstantFromName(&quot;fvLight3Color&quot;, Varptr(fvLightColor3)[0], 4)
        services.setPixelShaderConstantFromName(&quot;fvLight4Color&quot;, Varptr(fvLightColor4)[0], 4)
        
        services.setPixelShaderConstantFromName(&quot;fSpecularPower&quot;, Varptr(fSpecularPower), 1)
        services.setPixelShaderConstantFromName(&quot;fSpecularStrength&quot;, Varptr(fSpecularStrength), 1)
        services.setPixelShaderConstantFromName(&quot;fBumpStrength&quot;, Varptr(fBumpStrength), 1)
    EndMethod

    &#039; we must override the generate function in order for instantiation to work properly
    Function generate:IShaderConstantSetCallBack()
        Return New MyShaderCallBack
    EndFunction
EndType</code></pre></div>]]></description>
			<author><![CDATA[null@example.com (Kernle 32DLL)]]></author>
			<pubDate>Wed, 19 Jan 2011 23:09:08 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=433&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Setting up on Intel Mac]]></title>
			<link>https://gprogs.com/viewtopic.php?id=431&amp;action=new</link>
			<description><![CDATA[<p>Hello! I&#039;m having some trouble getting this to work!</p><p>This is what I&#039;ve done:</p><p>1. Built the libIrrlicht.a in xcode</p><p>2. Copied the irrlicht.mod to blitzmax/mod/ folder</p><p>3. Copied the libIrrlicht.a file to core.mod folder (this replaced the one currently there).</p><p>4. Renamed the libIrrlicht.a to libIrrlichtMac.a</p><p>5. Started Blitzmax IDE, selected Rebuild All Modules</p><p>After doing all this, none of the examples work.</p><p>Running any example gives me pages of warnings then a final build error of: Build Error: Failed to link /Applications/BlitzMax/mod/irrlicht.mod/examples/01.HelloWorld/01.helloworld.debug.app/Contents/MacOS/01.helloworld.debug</p><p>I also tried compiling core.bmx only to recieve &quot;module does not match commandline module&quot; and highlights the line &quot;Module Irrlicht.Core&quot;</p><br /><p>Thanks!</p>]]></description>
			<author><![CDATA[null@example.com (jaydubeww)]]></author>
			<pubDate>Sat, 18 Dec 2010 20:32:59 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=431&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Custom Gui skin]]></title>
			<link>https://gprogs.com/viewtopic.php?id=430&amp;action=new</link>
			<description><![CDATA[<p>Hello.</p><p>Is it possible to create a custom GUI skin with the latest GMan Irrlicht mod (1.71+)?</p><p>If so, how?</p><p>Thanks.</p><p>ps&nbsp; (I already have the custom guiskin.cfg and the associated graphics files).</p>]]></description>
			<author><![CDATA[null@example.com (T-Light)]]></author>
			<pubDate>Sun, 12 Dec 2010 16:29:40 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=430&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[How to manipulate a Terrain in real time?]]></title>
			<link>https://gprogs.com/viewtopic.php?id=429&amp;action=new</link>
			<description><![CDATA[<p>At first, thumbs up for the new version <img src="https://gprogs.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> .</p><p>Now the problem:<br />I want to manipulate a loaded terrain (from an image for example), but how can I do this? It would be nice if there would be such a simple thing as the terrain modify-comand in blitz3d (ModifyTerrain(terrain,x,y,height#)). But I can&#039;t find something like this and to work using the vertex-comands seems to be very difficult <img src="https://gprogs.com/img/smilies/sad.png" width="15" height="15" alt="sad" /> .<br />Any ideas? Is it an issue of Irrlicht or of your wonderful wrapper?</p><p>Hope you can help me,<br />lobby</p>]]></description>
			<author><![CDATA[null@example.com (Lobby)]]></author>
			<pubDate>Thu, 09 Dec 2010 20:07:35 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?id=429&amp;action=new</guid>
		</item>
	</channel>
</rss>
