Search found 41 matches

by darkliquid
Sun Feb 13, 2005 6:14 pm
Forum: Advanced Help
Topic: Trolltechs Qt Library and Irrlicht
Replies: 8
Views: 1882

I'm afraid the whole thing sort of died in it's infancy. I just didn't have enough knowledge about Qt/OpenGL/Irrlicht to do it, though I did learn a bit more about all of them in the endeavour. I reccommend looking into GTK as a widget set instead (especially since it is more practically cross-platt...
by darkliquid
Sun Nov 07, 2004 9:51 am
Forum: Beginners Help
Topic: Can't Compile on Linux
Replies: 1
Views: 492

It looks like your math headers are wrong/missing somehow. I've not tested compiling Irrlicht with GCC 3.4.x so I'm not sure whether it will work or not, but look around for maths headers on your system and include them manually: fgrep -R 'GRAD_PI' /usr/include/* That'll return any headers that have...
by darkliquid
Sun Oct 31, 2004 9:53 am
Forum: Beginners Help
Topic: is this game engine able to apply cell shading
Replies: 6
Views: 620

I found some shaders that give the effect of cellshading which I suppose could be applied to every scenenode. Unfortunatly, I have not been able to test them as I have yet to get shaders to work under linux in Irrlicht
by darkliquid
Wed Oct 27, 2004 10:03 pm
Forum: Advanced Help
Topic: Compiling Irrlicht within another library
Replies: 4
Views: 615

So you want a kind of: project root + | +- lib1 +- lib2 +- lib3 +- actively developed code +- irrlicht +- freetype +- etc... where li1,lib2,lib3 are directories of your own code that is not subject to much change and gets compiled into libs? In this case, can't you use make targets or something alon...
by darkliquid
Wed Oct 27, 2004 9:46 am
Forum: Advanced Help
Topic: Compiling Irrlicht within another library
Replies: 4
Views: 615

I'm pretty sure there are a fw ways to do it. I think = that you could compile it as a static lib and include it into another. I don't think you'd have to worry about symbol clashes because of the namespace protection. Another way is to compile all the object files of Irrlicht along with all the oth...
by darkliquid
Sun Oct 24, 2004 9:11 am
Forum: Beginners Help
Topic: Compile Irrlicht on Linux
Replies: 1
Views: 398

g++ is the GNU C++ compiler, you'll need it for compiling anything written in C++, which includes the Irrlicht engine. It should be common sense hthat you need a C++ compiler to compile a C++ program. As for libglut3-dev, I wasn't aware that Irrlicht used GLUT at all. Maybe ubuntu packages some of t...
by darkliquid
Sat Oct 16, 2004 9:35 am
Forum: Open Discussion and Dev Announcements
Topic: n00b question :P
Replies: 2
Views: 502

I presume its for portability. If people just use the Irrlicht provided types, etc then they have a standard to work with and don't need to worry about the underlying implementation. irr::core:stringw could, for example on one system map directly to std::wstring but on another operating system or en...
by darkliquid
Mon Oct 11, 2004 6:05 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Linux C++ IDE??
Replies: 15
Views: 7308

check out anjuta its probably the best ide out there. I agree, I recently started using Anjuta and I love it, plus it was easy to setup linking to extra libraries, includes, etc. If only I understood how to add './configure' tests to it to check for irrlicht/freetype/etc then I'd be as happy as can...
by darkliquid
Sat Oct 09, 2004 8:08 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: TrueType font Support by FreeType Library
Replies: 183
Views: 102459

u r placing CGUITTFace instance as Local variable. it will purge when constructor is done. on drawing, CGUITTFont needs "Living" CGUITTFace too. u have to place CGUITTFace as class variable same as ur CGUITTFont. thx I am such a MORON! Damn, it was so obvious, I can't believe I didn't see...
by darkliquid
Sat Oct 09, 2004 5:53 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: TrueType font Support by FreeType Library
Replies: 183
Views: 102459

This is what GDB says, if it helps: Program received signal SIGSEGV, Segmentation fault. 0x40209bd3 in FT_Get_Char_Index (face=0x8195d50, charcode=72) at ftobjs.c:2302 2302 ftobjs.c: No such file or directory. in ftobjs.c #0 0x40209bd3 in FT_Get_Char_Index (face=0x8195ff8, charcode=72) at ftobjs.c:2...
by darkliquid
Sat Oct 09, 2004 5:43 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: TrueType font Support by FreeType Library
Replies: 183
Views: 102459

right, i built the demo you made, and that worked fine with whatever fonts I threw at it, loaded from the current directory. Now I have another problem. I have the exact same thing setup in my main app I'm writing, but when I call the font->draw(blah, blah, blah) it dies. I traced the fault down to ...
by darkliquid
Sat Oct 09, 2004 4:20 pm
Forum: Advanced Help
Topic: Mesh and its name not being deallocated
Replies: 1
Views: 643

Mesh and its name not being deallocated

When you are using say, this: IAnimatedMesh * hillplane = smgr->addHillPlaneMesh("myHill", core::dimension2d<f32>(20,20), core::dimension2d<s32>(40,40), 0, 0, core::dimension2d<f32>(0,0), core::dimension2d<f32>(10,10)); IMesh * mesh = hillplane->getMesh(0); scene::ISceneNode * node = smgr-...
by darkliquid
Sat Oct 09, 2004 2:23 pm
Forum: Beginners Help
Topic: Alpha fading text and textures
Replies: 0
Views: 239

Alpha fading text and textures

Is it posible to say, render a texture using draw2DImage() and using the SColor parameter, fade its alpha to make the texture fade into total transparency? I have tried this under linux and it does not seem to work at all. Also, could this by done with fonts, and rendering them as well? So far, I ha...
by darkliquid
Sat Oct 09, 2004 2:14 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: TrueType font Support by FreeType Library
Replies: 183
Views: 102459

I tried this out under Linux, linking to my system freetype libraries but when it gets to the font.attach() bit, it crashes :(
by darkliquid
Sun Oct 03, 2004 3:43 pm
Forum: Project Announcements
Topic: Make a game...
Replies: 6
Views: 2699

Well, I think our best bet is to: 1) Decide on a simple game/application to work on (possibly my Mr.Driller thingy?) 2) Sit down and design a simple framework, draw up some plans and what not so we can easily assign jobs to ourselves so we don't overlap on various tasks. 3) Work on the stuff, keep e...