Search found 19 matches
- Wed Oct 31, 2007 12:02 pm
- Forum: Beginners Help
- Topic: scaling and rotation of 2d stuff... using 3d stuff...
- Replies: 0
- Views: 357
scaling and rotation of 2d stuff... using 3d stuff...
Hi guys. I'm working my way up to making a scaling/rotating sprite-type class. After reading the forums extensively on the topic, below is what I came up with. This code can easily scale the image just by changing the billboard size. I have no idea how to make it rotate with the normal billboard. No...
- Tue Oct 30, 2007 7:38 am
- Forum: Beginners Help
- Topic: vector2d and position2d
- Replies: 20
- Views: 1696
Go for it, but you'll have to implement serialisation for vector2d, as it's currently missing. If someone where to replace all occurrences of position2d with vector2d, wouldn't the serialization code also just have to be changed from position2d to vector2d? My vote is just for replacing position2d ...
- Tue Oct 23, 2007 8:13 am
- Forum: Beginners Help
- Topic: vector2d and position2d
- Replies: 20
- Views: 1696
Sorry to bump, but I've come across a more personally compelling reasons to combine vector2d and position2d, or at least to have some of the trigonometry functionality added to position2d... I'm current working on a project that in one place requires working out whether the mouse is within circular ...
- Fri Oct 19, 2007 6:34 am
- Forum: Beginners Help
- Topic: mouse hover effects
- Replies: 3
- Views: 449
mouse hover effects
Hi there, I was wondering if there is a good way to allow mouse over affects in the irrlicht GUI. Normally, when an element is 'focussed' no other elements receive EMIE_MOUSE_MOVED events (particularly, the Hovered element does not). I *fixed* it by changing the CGUIEnvironment class's postEventFrom...
- Wed Jul 18, 2007 4:36 am
- Forum: Bug reports
- Topic: const correctness and others
- Replies: 7
- Views: 633
- Tue Jul 17, 2007 3:46 pm
- Forum: Beginners Help
- Topic: vector2d and position2d
- Replies: 20
- Views: 1696
I don't think that the conceptual difference in the directions of the axes actually make a difference in most cases, and you generally wouldn't use the functions that are affected in the gui anyway. Also, vector2d has -- getAngle() and getAngleTrig() which handle both types of y axis. (getAngle() gi...
- Mon Jul 16, 2007 6:00 pm
- Forum: Beginners Help
- Topic: vector2d and position2d
- Replies: 20
- Views: 1696
Is there somewhere to post this suggestion? its not really a 'bug' as such, it just appears to be a bit of a redundancy. The main conceptual difference I can see is that a vector2d is a point in 2d space and generally would have the y coordinates increasing in an upwards direction. whereas position2...
- Sun Jul 15, 2007 2:29 pm
- Forum: Beginners Help
- Topic: vector2d and position2d
- Replies: 20
- Views: 1696
vector2d and position2d
Is there a good reason for the existence of both vector2d and position2d when vector2d could fulfill all the task that position2d it used for? (other than backwards compatibility) After all, position2d is effectively just a vector without some of the useful functions. -- also they theoretically have...
- Tue Jul 10, 2007 11:29 am
- Forum: Bug reports
- Topic: const correctness and others
- Replies: 7
- Views: 633
I can agree with not wanting to break everyones code, but I'd have to say that I think const correctness is a very good thing. And I think that virtually all the methods of IGUIElement that I listed could be made const with no effect on code beyond having to add the word const in any overriding meth...
- Mon Jul 09, 2007 5:42 am
- Forum: Bug reports
- Topic: const correctness and others
- Replies: 7
- Views: 633
const correctness and others
Firstly, if there is a better place for me to post this, please tell me, I wasn't perfectly sure. It is technically a bug I figure. I've noticed quite a number of situations where members of irrlicht classes are not const when they could be (and should be, in my opinion as a noob to Irrlicht): e.g. ...
- Mon Jul 09, 2007 4:28 am
- Forum: Bug reports
- Topic: textures in EDT_BURNINGSVIDEO svn 767
- Replies: 4
- Views: 541
- Sun Jul 08, 2007 4:35 pm
- Forum: Bug reports
- Topic: textures in EDT_BURNINGSVIDEO svn 767
- Replies: 4
- Views: 541
- Sun Jul 08, 2007 12:19 pm
- Forum: Beginners Help
- Topic: IImage etc.
- Replies: 1
- Views: 233
I can't find any ways to directly draw an IImage to the screen. It seems that you have to use IVideoDriver::createTexture to make a texture from it and then use IVideoDriver::draw2DImage to draw it to the screen ----- I'm not too experianced, but my suggestion would be to use IVideoDriver::addTextur...
- Sun Jul 08, 2007 8:10 am
- Forum: Bug reports
- Topic: textures in EDT_BURNINGSVIDEO svn 767
- Replies: 4
- Views: 541
textures in EDT_BURNINGSVIDEO svn 767
Using IGUIImage results in weird scaling for images that are non power-of-two dimensions when using EDT_BURNINGSVIDEO. I think that getOriginalSize() isn't working right, it seems to return the same as getSize() and is always a power of two. Edit: getOriginalSize() gives different results in EDT_BUR...
- Fri Jul 06, 2007 4:19 am
- Forum: Beginners Help
- Topic: custom gui elements - esp. non-rectangular gui elements
- Replies: 8
- Views: 707