Search found 24 matches

by Dukdalf
Tue Aug 07, 2007 4:55 pm
Forum: Bug reports
Topic: EventReceiver: MOUSE and GUI EVENT conflict!
Replies: 4
Views: 670

alot of work maybe.;-) but if the code becomes better documented that way, it is will be helpfull for new users. It is kinda misleading to have one eventreceiver with the possibility to handle mouse, key, gui, log and user events, but that certain combinations create complications. The complications...
by Dukdalf
Mon Aug 06, 2007 7:27 pm
Forum: Bug reports
Topic: EventReceiver: MOUSE and GUI EVENT conflict!
Replies: 4
Views: 670

EventReceiver: MOUSE and GUI EVENT conflict!

Hi guys, I think I found a bug in the eventReceiver. I was wrestling with the event receiver for some time, and I posted in the above posts that something is wrong. But now I have the bug kinda singled out, and I show that their is some weird behavior when EET_GUI_EVENT is used next to EET_MOUSE_EVE...
by Dukdalf
Sun Aug 05, 2007 10:10 am
Forum: Beginners Help
Topic: GUI + MastEventReceiver + general coding issues. [solved]
Replies: 6
Views: 515

I added the cout statement to the eventviewer to see if the GUI_Event triggers. Thanks for looking acki! /* This tutorial shows how to use the built in User Interface of the Irrlicht Engine. It will give a brief overview and show how to create and use windows, buttons, scroll bars, static texts and ...
by Dukdalf
Sat Aug 04, 2007 6:26 pm
Forum: Beginners Help
Topic: GUI + MastEventReceiver + general coding issues. [solved]
Replies: 6
Views: 515

I replaced the MyEventReceiver in the GUI Example with the MastEventReceiver, and I print the type of the event in the beginning of both eventreceivers. THe GUIEvents do not work in the MastEventReceiver, but I really have NO clue why that is. cout << event.EventType <<endl; The Mast Receiver does n...
by Dukdalf
Thu Aug 02, 2007 9:40 pm
Forum: Beginners Help
Topic: GUI + MastEventReceiver + general coding issues. [solved]
Replies: 6
Views: 515

yeah you are right, I did not add that return statement to the snippet I posted, but it was their the same way you proposed.;-) the EET_GUI_EVENT is the first of the enumeration of event types so the first 'cout' statement should give a 0 whenever the event happens. The problem is that this statemen...
by Dukdalf
Thu Aug 02, 2007 8:49 pm
Forum: Beginners Help
Topic: GUI + MastEventReceiver + general coding issues. [solved]
Replies: 6
Views: 515

GUI + MastEventReceiver + general coding issues. [solved]

Here I am again! I am able code parts of my game without a real problem, probably not hte most beautiful code, but that can only improve over time. I am now trying to combine different code snippets togather, and I experience some unexpected problems with it: My code is based on the code from some t...
by Dukdalf
Wed Jul 25, 2007 7:54 am
Forum: Code Snippets
Topic: (C++) Simple to use Event Receiver class for Irrlicht 1.3
Replies: 70
Views: 50286

Very nice code, but ...

Hi guys, I was really clueless for implementing an event receiver in such a way that I could make use of it it a nice way! This looks very nice, and I will happily use it in my code. But I have a weird artifact! My code was up adn running, I used the RTS camera, that uses its own event receiver inte...
by Dukdalf
Wed Jul 11, 2007 8:02 pm
Forum: Beginners Help
Topic: Make node parent of billboard Text node [solved]
Replies: 2
Views: 237

yeah i had to scale in that way because otherwise the cube was inside out!
kk looking into it
by Dukdalf
Wed Jul 11, 2007 7:38 pm
Forum: Beginners Help
Topic: Make node parent of billboard Text node [solved]
Replies: 2
Views: 237

Make node parent of billboard Text node [solved]

Hi guys, I create a player and I want to attach some number and name to this player. When I will move the player, the text should follow. Here is my code: IAnimatedMesh* mesh = smgr->getMesh("media/cubeplayer.x"); IAnimatedMeshSceneNode* player1; float pos = 170; player1 = smgr->addAnimate...
by Dukdalf
Tue Jul 10, 2007 9:44 am
Forum: Beginners Help
Topic: Layered Textures
Replies: 4
Views: 392

Thanks for the info,

I will skip this solution then.
by Dukdalf
Tue Jul 10, 2007 7:34 am
Forum: Beginners Help
Topic: Layered Textures
Replies: 4
Views: 392

hmm, that is way out of my league at this moment!

so that will have to wait untill I am more used to C++ and irrlicht!

THanks anyways.
by Dukdalf
Mon Jul 09, 2007 8:29 pm
Forum: Beginners Help
Topic: Layered Textures
Replies: 4
Views: 392

Layered Textures

Hi guys, I require many different cubes, and I thought that using layers of transparant textures would prevent me to make many different textures. But i seem to not be able to use textures over each other. I do use different layers, but only the 0th layer displays. player->setMaterialFlag(EMF_LIGHTI...
by Dukdalf
Sat Jul 07, 2007 11:26 pm
Forum: Project Announcements
Topic: BloodBowl 3d
Replies: 6
Views: 2635

quick update I decided to change IDE from Code::Blocks to Eclipse, which took me a while. I tackled the problem of the inverted cube, and i iteratively added a few cubes! and found the right positions on the map with a corresponding vector location. Really weird but by scaling one vector value negat...
by Dukdalf
Sat Jul 07, 2007 10:21 pm
Forum: Beginners Help
Topic: Eclipse CTD and IrrLicht [Semi solved]
Replies: 7
Views: 541

yeah, well currently I lost my interrest in getting this to work, but when i am more used to c++ I will check it out again. Or when a new version of Irrlicht becomes available.

thanks guys. I can use Eclipse at least.;-)
by Dukdalf
Fri Jul 06, 2007 10:01 am
Forum: Beginners Help
Topic: Eclipse CTD and IrrLicht [Semi solved]
Replies: 7
Views: 541

I have selected appointed the the source directory where the Makefile is positioned. Here is the Makefile VERSION = 1.3.1 # Irrlicht Engine 1.3.1 # Makefile for Linux, created by N.Gebhardt. # # To use, just run: # # make # # This will compile Irrlicht, create a static lib (libIrrlicht.a), and copy ...