Search found 15 matches
- Mon Jan 21, 2008 9:01 pm
- Forum: Beginners Help
- Topic: Resizable window
- Replies: 3
- Views: 279
- Mon Jan 21, 2008 5:44 pm
- Forum: Beginners Help
- Topic: Resizable window
- Replies: 3
- Views: 279
Resizable window
I know that Irrlicht can create resizable windows, but I need to resize viewports when the window is resized. Is there an event that I can catch which will give me the new dimentions of the window after it has been resized?
Thanks.
Thanks.
- Fri Jan 04, 2008 4:06 am
- Forum: Beginners Help
- Topic: Can't catch keyboard events in Mac OS X
- Replies: 9
- Views: 858
- Thu Jan 03, 2008 7:20 pm
- Forum: Beginners Help
- Topic: Can't catch keyboard events in Mac OS X
- Replies: 9
- Views: 858
- Wed Jan 02, 2008 6:42 pm
- Forum: Beginners Help
- Topic: Can't catch keyboard events in Mac OS X
- Replies: 9
- Views: 858
Can't catch keyboard events in Mac OS X
My program compiles and runs fine in Mac OS X, but my event receiver can't catch events from the keyboard. If the program was launched from a terminal, the terminal catches my keystrokes. If I don't launch it using a terminal (i.e., just double-clicking in Finder), the keystrokes are caught by ...
- Sun Dec 30, 2007 11:52 pm
- Forum: Advanced Help
- Topic: Split screen between different worlds
- Replies: 2
- Views: 549
- Sat Dec 29, 2007 11:39 pm
- Forum: Advanced Help
- Topic: Split screen between different worlds
- Replies: 2
- Views: 549
Split screen between different worlds
Sorry if I'm posting in the wrong forum... I'm not sure if this is an advanced topic... or if I'm just being n00b ;)
I know how to create a split screen between two cameras viewing different parts of the same "scene". However, I have several different worlds that I'd like the user to view ...
I know how to create a split screen between two cameras viewing different parts of the same "scene". However, I have several different worlds that I'd like the user to view ...
- Sat Dec 22, 2007 7:31 am
- Forum: Beginners Help
- Topic: Drawing a cyliner
- Replies: 2
- Views: 317
- Fri Dec 21, 2007 9:16 pm
- Forum: Beginners Help
- Topic: Drawing a cyliner
- Replies: 2
- Views: 317
Drawing a cyliner
I'm trying to create a cylinder scene node... but I don't see any sort of "addCylinderSceneNode" method -- is there any way to add a cylinder without having to create my own custom scene node?
I looked into custom scene nodes, and I really don't want to dive into specifying all the triangles myself ...
I looked into custom scene nodes, and I really don't want to dive into specifying all the triangles myself ...
- Tue May 08, 2007 9:29 pm
- Forum: Off-topic
- Topic: Compiling Community
- Replies: 6
- Views: 715
- Tue May 08, 2007 4:27 pm
- Forum: Off-topic
- Topic: Compiling Community
- Replies: 6
- Views: 715
Hi, Sparky. Thanks for your input -- I realize that this isn't the silver bullet for cross-platform pains, but I think it could help. If you were really ambitious, you could get emulators for Mac or 64-bit... but if someone else already has Irrlicht installed on the system you want to compile for ...
- Tue May 08, 2007 2:38 pm
- Forum: Off-topic
- Topic: Who is everybody?
- Replies: 358
- Views: 569474
- Tue May 08, 2007 2:31 pm
- Forum: Off-topic
- Topic: Compiling Community
- Replies: 6
- Views: 715
Compiling Community
I've started making a project in Irrlicht, and am beginning to think about how I'm going to distribute it. I realize that there's a lot of different operating systems out there, and I can never compile binaries for all of them.
I'm sure that many other people here have encountered the same problem ...
I'm sure that many other people here have encountered the same problem ...
- Sun Mar 18, 2007 5:54 pm
- Forum: Beginners Help
- Topic: Creating new camera vs. moving camera
- Replies: 2
- Views: 240
- Sun Mar 18, 2007 2:47 am
- Forum: Beginners Help
- Topic: Creating new camera vs. moving camera
- Replies: 2
- Views: 240
Creating new camera vs. moving camera
When I move the camera, I use these commands:
camera->setTarget(core::vector3df(1,2,3));
camera->setPosition(core::vector3df(0,0,0));
The camera's target updates just as it should. However, y and z components are off by about 0.5. I'm focusing on some very small objects (of size 0.06 and 0.017 ...
camera->setTarget(core::vector3df(1,2,3));
camera->setPosition(core::vector3df(0,0,0));
The camera's target updates just as it should. However, y and z components are off by about 0.5. I'm focusing on some very small objects (of size 0.06 and 0.017 ...