Search found 41 matches
- 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...
- 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...
- Sun Oct 31, 2004 9:53 am
- Forum: Beginners Help
- Topic: is this game engine able to apply cell shading
- Replies: 6
- Views: 620
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
- 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...
- 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 ...
- 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-...
- 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...
- 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
- 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...