Search found 7 matches
- Tue Aug 07, 2007 10:19 pm
- Forum: Advanced Help
- Topic: How to determine GUI element Z-order visibility?
- Replies: 0
- Views: 300
How to determine GUI element Z-order visibility?
I have some static text and I want to determine whether it is clicked. For this I catch mouse up event and check if it is on static text rectangle. Till this point everything is ok. But I also want to eliminate click processing when some window covers the text. But GUI element's method isVisible is ...
- Sun Aug 05, 2007 5:24 pm
- Forum: Everything 2d/3d Graphics
- Topic: QuArK Tutorials
- Replies: 1
- Views: 1469
So what platform are you interested in: Quake2 or Quake4? I am using Quark but only for Quake3. And Irrlicht supports only Quake3 maps (and Quake2 player models). To get most of Quark you also need to know something about the target platform particular features e.g. holes in maps, brushes. I found n...
- Tue Jul 31, 2007 6:22 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What Irrlicht has over Ogre...
- Replies: 67
- Views: 7337
Not everyone needs portals. Why include it into the engine? :lol: Are you seriously? You know I never use blender importer. Some people never use GUI, material system or even octree scene manager. I saw once a post on forum where one user says he uses Irrlicht for splash screen in his application. ...
- Tue Jul 31, 2007 5:00 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What Irrlicht has over Ogre...
- Replies: 67
- Views: 7337
Let me correct myself: all my previous assessments were done for 3d action games (FPS and third person). This is the sphere of my interest and I pay attention to features of engines for this game type. From this point I made assessment of OGRE scene managers. BSP (as everything in OGRE) is very prec...
- Tue Jul 31, 2007 3:28 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What Irrlicht has over Ogre...
- Replies: 67
- Views: 7337
This is off topic but as for STL the only argument I've seen here is memory allocation. But for which implementation? MS, Borland, GCC etc? As I know STL doesn't limit you in implementation of allocators. And second there is only few bottlenecks in application that may need avoiding stl. You can use...
- Tue Jul 31, 2007 11:16 am
- Forum: Open Discussion and Dev Announcements
- Topic: What Irrlicht has over Ogre...
- Replies: 67
- Views: 7337
Again on Irr vs OGRE
Here are my coins to discussion. I could have misunderstood something. So correct me if I do. I totally agree that you can compare separate features of both OGRE and Irrlicht, but when it comes to game programming there is no one recipe. The only thing that plays is programmer experience. Because if...
- Tue Jul 31, 2007 9:30 am
- Forum: Open Discussion and Dev Announcements
- Topic: What Irrlicht has over Ogre...
- Replies: 67
- Views: 7337
I do not think that using STL somehow bars in developing game or graphic engine. Motivations of EASTL are ridiculous and seem to be formulated a long time ago. They don't like debugging containers? Well in newest visual studio this is fixed. Bad allocators? Well you can create custom in STL. STL ext...