Thanks for your help !
Hmm... I have to check this but I'm pretty sure I was just moving with left and up, and shooting with space.
Up + left + space is not a so exotic combination.
class CustomEventReceiver : public IEventReceiver
{
virtual bool OnEvent(const SEvent & event)
{
/// Keyboard ...
Search found 17 matches
- Wed Nov 04, 2009 12:33 pm
- Forum: Advanced Help
- Topic: Multiple keys pressed
- Replies: 5
- Views: 1422
- Tue Nov 03, 2009 12:42 pm
- Forum: Advanced Help
- Topic: Multiple keys pressed
- Replies: 5
- Views: 1422
Multiple keys pressed
Hello,
I have a problem with key presses when several ( >= 3 ) keys are down. Depending on the combination, the third key press event is never received.
My code :
if (event.EventType == EET_KEY_INPUT_EVENT)
{
if (event.KeyInput.PressedDown) {
// Not reached
}
}
I assume it is because the ...
I have a problem with key presses when several ( >= 3 ) keys are down. Depending on the combination, the third key press event is never received.
My code :
if (event.EventType == EET_KEY_INPUT_EVENT)
{
if (event.KeyInput.PressedDown) {
// Not reached
}
}
I assume it is because the ...
- Mon Jun 22, 2009 7:46 am
- Forum: Beginners Help
- Topic: Problem when loading more than 128 textures
- Replies: 3
- Views: 438
- Sun Jun 21, 2009 11:18 pm
- Forum: Beginners Help
- Topic: Problem when loading more than 128 textures
- Replies: 3
- Views: 438
- Sun Jun 21, 2009 2:29 pm
- Forum: Beginners Help
- Topic: Problem when loading more than 128 textures
- Replies: 3
- Views: 438
Problem when loading more than 128 textures
Hello
Context : Irrlicht 1.5, Win32, OpenGL or DirectX
I have some textures that I load :
driver->getTexture(...)
driver->getTexture(...)
and then I unload everything :
driver->removeAllTextures();
When I repeat this until driver->getTexture is called 128 times, my program no longer displays ...
Context : Irrlicht 1.5, Win32, OpenGL or DirectX
I have some textures that I load :
driver->getTexture(...)
driver->getTexture(...)
and then I unload everything :
driver->removeAllTextures();
When I repeat this until driver->getTexture is called 128 times, my program no longer displays ...
- Mon Jun 08, 2009 10:30 pm
- Forum: Advanced Help
- Topic: Exposing opengl to a 3rd pary lib
- Replies: 5
- Views: 721
- Fri Jun 05, 2009 2:58 pm
- Forum: Advanced Help
- Topic: Exposing opengl to a 3rd pary lib
- Replies: 5
- Views: 721
- Fri Jun 05, 2009 11:13 am
- Forum: Advanced Help
- Topic: Exposing opengl to a 3rd pary lib
- Replies: 5
- Views: 721
- Fri Jun 05, 2009 10:51 am
- Forum: Advanced Help
- Topic: Exposing opengl to a 3rd pary lib
- Replies: 5
- Views: 721
Exposing opengl to a 3rd pary lib
I am evaluating the use of some third parties to display my ingame GUI.
One of my potential choices is gameswf, which is able to run and display basic swf flash files using several hardware acceleration layers (in particular, opengl).
How difficult would it be to integrate such 3rd party with ...
One of my potential choices is gameswf, which is able to run and display basic swf flash files using several hardware acceleration layers (in particular, opengl).
How difficult would it be to integrate such 3rd party with ...
- Fri May 23, 2008 6:55 am
- Forum: Bug reports
- Topic: Can't use SpecularColor properly
- Replies: 5
- Views: 942
Code: Select all
Irrlicht Engine version 1.4
Microsoft Windows XP Professional Service Pack 2 (Build 2600)
Using renderer: OpenGL 2.1.1
Quadro FX 360M/PCI/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
GLSL version: 1.3
- Wed May 21, 2008 1:58 pm
- Forum: Bug reports
- Topic: Can't use SpecularColor properly
- Replies: 5
- Views: 942
Can't use SpecularColor properly
Hello,
It's horrible to fail on such a ridiculous problem.
I have 1 MeshSceneNode that has some material properties specified, including SpecularColor. It works.
Then, I draw some triangles with this code :
SMaterial mate;
mate.SpecularColor = SColor(0x0);
driver->setMaterial(mate);
driver ...
It's horrible to fail on such a ridiculous problem.
I have 1 MeshSceneNode that has some material properties specified, including SpecularColor. It works.
Then, I draw some triangles with this code :
SMaterial mate;
mate.SpecularColor = SColor(0x0);
driver->setMaterial(mate);
driver ...
- Sat May 10, 2008 12:11 am
- Forum: Advanced Help
- Topic: A class to display sprites
- Replies: 7
- Views: 1178
- Wed May 07, 2008 5:13 pm
- Forum: Advanced Help
- Topic: A class to display sprites
- Replies: 7
- Views: 1178
A class to display sprites
I need to display sprites. I was thinking of writing a class that :
[*] load images
[*] pack them into a big texture (or several of needed)
[*] allow to display sprites without having to care of the textures
To pack the images in a big texture, a kind of geometric optimization algorithm is needed ...
[*] load images
[*] pack them into a big texture (or several of needed)
[*] allow to display sprites without having to care of the textures
To pack the images in a big texture, a kind of geometric optimization algorithm is needed ...
- Thu Feb 08, 2007 9:31 am
- Forum: Beginners Help
- Topic: Render to texture with antialiasing
- Replies: 7
- Views: 759
- Thu Feb 08, 2007 8:29 am
- Forum: Beginners Help
- Topic: Render to texture with antialiasing
- Replies: 7
- Views: 759