Search found 19 matches
- Wed Aug 24, 2016 8:38 am
- Forum: Beginners Help
- Topic: How to draw a Pie chart using Irrlicht's 2D drawing API
- Replies: 10
- Views: 2114
Re: How to draw a Pie chart using Irrlicht's 2D drawing API
Is there any Irrlicht equivalent function then ? I'd be happy to use whatever the engine provides x)
- Thu Aug 18, 2016 3:35 pm
- Forum: Beginners Help
- Topic: How to draw a Pie chart using Irrlicht's 2D drawing API
- Replies: 10
- Views: 2114
Re: How to draw a Pie chart using Irrlicht's 2D drawing API
Sorry to dig up such an old topic ^^ But I gave up on GD (couldn't load pixel data into a texture, portability issues, trying to reduce external dependencies, lib doesn't seem to be maintained anymore, little to no community, etc.). I was thinking of using OpenGL functions to draw the chart directly...
- Mon May 09, 2016 9:50 am
- Forum: Beginners Help
- Topic: How to draw a Pie chart using Irrlicht's 2D drawing API
- Replies: 10
- Views: 2114
Re: How to draw a Pie chart using Irrlicht's 2D drawing API
Sorry, I made a small mistake while copy-pasting/adapting the code for forum readability, but the code was alright (anyway, just edited it :) ). Unfortunately, the width and height were among the first things I had checked. GD's documentation indicates that gdImageGdPtr() 's data output is raw pixel...
- Mon May 09, 2016 8:19 am
- Forum: Beginners Help
- Topic: How to draw a Pie chart using Irrlicht's 2D drawing API
- Replies: 10
- Views: 2114
Re: How to draw a Pie chart using Irrlicht's 2D drawing API
Hi, I've done just that. I started using GD (widely used in PhP applications and C headers available). I'm just having trouble with "passing it as a texture". From your post, I figured I should do something like that : gdImage* img = gdImageCreateTrueColor(w, h); // Code that builds the ...
- Tue May 03, 2016 8:10 am
- Forum: Beginners Help
- Topic: How to draw a Pie chart using Irrlicht's 2D drawing API
- Replies: 10
- Views: 2114
How to draw a Pie chart using Irrlicht's 2D drawing API
The question is in the title :) I'm trying to draw a Pie chart using IVideoDrivers's draw2D****** methods. Apart from drawing the initial circle with draw2DPolygon, I'm stuck :-/ I see there are methods like drawLine which could be useful at some point, but no methods like drawCurve, beginFill, endF...
- Mon Aug 03, 2015 10:45 am
- Forum: Beginners Help
- Topic: Applying a pixel shader to a GUI element and its children
- Replies: 4
- Views: 1344
Re: Applying a pixel shader to a GUI element and its childre
Hi, First of all thanks for your reply (and sorry for the late reply on my side). The node is indeed centered (my xxx drawing was done hastily, gonna edit it ^^). As a matter of fact, I was looking for a generic solution that implied not to fiddle with the values, but more like something that worked...
- Thu Jun 25, 2015 12:39 pm
- Forum: Beginners Help
- Topic: Applying a pixel shader to a GUI element and its children
- Replies: 4
- Views: 1344
Re: Applying a pixel shader to a GUI element and its childre
Alright, I'm finally getting somewhere with the situation :mrgreen: (I'll post the complete solution once it's done and cleaned up). Still not totally there but... some progress ! It seemed that the screen quad node didn't really get along with the idea of a viewport, so I ditched it, favoring a sim...
- Tue Jun 23, 2015 11:49 am
- Forum: Beginners Help
- Topic: Applying a pixel shader to a GUI element and its children
- Replies: 4
- Views: 1344
Applying a pixel shader to a GUI element and its children
Hi all, I wondered, is it possible with Irrlicht to simply apply a pixel shader to a GUI element and its children ? Let's say I have a custom GUI element (which looks like an old TV screen), with a few buttons / text inside. I would like to apply an effet such as this one : https://www.shadertoy.com...
- Sat Aug 31, 2013 1:20 pm
- Forum: Beginners Help
- Topic: Multiples images VS large tilesets
- Replies: 14
- Views: 1144
Re: Multiples images VS large tilesets
Wow. You just blew my mind away. Soooo... that would mean the GPU would do most of the work here, right ? Basically that would be : Create a software texture (IImage ?) where one color = one different tile in the tileset (Quite small indeed). That image would have to be re-generated every time my sc...
- Fri Aug 30, 2013 8:09 am
- Forum: Beginners Help
- Topic: Multiples images VS large tilesets
- Replies: 14
- Views: 1144
Re: Multiples images VS large tilesets
Hi guys, Wow, so many answers :) Where to begin ? draw2DImageBatch() seems a really good idea. I thought about the quad solution actually, wondering if the gain would be significant. Just to clarify if I'm mistaken, It would mean I should : set a render-texture-target by calling videoDriver->addRend...
- Thu Aug 29, 2013 8:18 am
- Forum: Beginners Help
- Topic: Multiples images VS large tilesets
- Replies: 14
- Views: 1144
Re: Multiples images VS large tilesets
Hi, Thanks for your answers. I realised I haven't fully mentioned what purpose I perhaps intended to use tilesets for. - GUI skinning (at the moment all GUI element skin parts are divided in separate files, one file named "button.png", another named "checkbox.png", etc). - 2D &qu...
- Wed Aug 28, 2013 8:04 am
- Forum: Beginners Help
- Topic: Multiples images VS large tilesets
- Replies: 14
- Views: 1144
Multiples images VS large tilesets
Hi, I'm currently developing a 2D side-scrolling shoot-em-up with Irrlicht. I'm asking myself a question before going on further about my graphical assets organization. What are the advantages (if there are, apart perhaps initial loading time) of loading large images composed of several sub-textures...
- Sat Nov 13, 2010 12:26 pm
- Forum: Project Announcements
- Topic: Irrlicht i18n (Unicode, FreeType, etc.)
- Replies: 176
- Views: 115097
- Sun Oct 31, 2010 9:53 am
- Forum: Project Announcements
- Topic: Irrlicht i18n (Unicode, FreeType, etc.)
- Replies: 176
- Views: 115097
Hi, Having stumbled upon your amazing work, I had been more than happy to test it, as I'm having a string encoding problem in my Irrlicht application. When using CGUITTFont with hard-coded values, everything works fine in the GUI. The problem rises when I'm retrieving data from a UTF-8 encoded SQLit...
- Wed Oct 27, 2010 11:39 am
- Forum: Code Snippets
- Topic: Flag SceneNode v1
- Replies: 16
- Views: 6317