Search found 12 matches

by Listing
Fri Jun 11, 2010 4:05 pm
Forum: Advanced Help
Topic: DirectX Wrapper/Hooking question
Replies: 9
Views: 1545

That's probably because you call:
device->getVideoDriver()->beginScene(true,true,video::SColor(0,0,0,0),exposedData);

when you should:
device->getVideoDriver()->beginScene(false,true,video::SColor(0,0,0,0),exposedData);
It changed something. Now it always draws a black background no matter ...
by Listing
Fri Jun 11, 2010 11:08 am
Forum: Advanced Help
Topic: DirectX Wrapper/Hooking question
Replies: 9
Views: 1545

Hmm, the beginScene parameter also takes an ExposedVideo struct, which you can fill with your dx9 handle. Should work, too.
Works quite well with the following code (proof of concept):

// this is the function used to render a single frame
IrrlichtDevice* device = NULL;
HWND hWnd;

void render ...
by Listing
Thu Jun 10, 2010 4:32 pm
Forum: Advanced Help
Topic: DirectX Wrapper/Hooking question
Replies: 9
Views: 1545

Thanks for your fast help!

Can't you do the reverse: Use Irrlicht to create the device, get ExposedVideoData and do the rendering on that DX9 handle? Otherwise it's easiest to give IRrlicht the window upon device creation, which then will be reused in Irrlicht instead of creating a new window ...
by Listing
Thu Jun 10, 2010 4:27 pm
Forum: Advanced Help
Topic: DirectX Wrapper/Hooking question
Replies: 9
Views: 1545

Sorry to dig this extremely old thread up but I try to do the same thing and the link is offline
by Listing
Sun May 24, 2009 12:07 am
Forum: Beginners Help
Topic: Background <-> Foreground?
Replies: 4
Views: 488

It works like Kalango said

I have to first issue "Instance->smgr->drawAll(); " and then do all the 2d-drawing stuff.

Annoying but ok...
by Listing
Sat May 23, 2009 7:59 pm
Forum: Beginners Help
Topic: Background <-> Foreground?
Replies: 4
Views: 488

Background <-> Foreground?

I am trying to draw a 2d-Menu over my 3d-Game.

Unfortunately the 3d-Part always overlays the 2d-Textures....

It doesn't matter if I write
Instance->smgr->drawAll();
Instance->guienv->drawAll();
or vice versa

The code looks something like this:

//2d Part
driver->draw2DRectangle(...);

The 3d ...
by Listing
Sat May 23, 2009 5:13 pm
Forum: Beginners Help
Topic: Importing models for a game
Replies: 3
Views: 358

It works, thanks
by Listing
Sat May 23, 2009 4:10 pm
Forum: Beginners Help
Topic: Importing models for a game
Replies: 3
Views: 358

Importing models for a game

Hi I am trying to import a model I made in Cinema4d since
several hours but it doesn't seem to work.

Currently I do
scene::IAnimatedMeshSceneNode* anms =
smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/aplogo.3ds"));

I also tried adding it as a ".x" or a ".obj" file. The mesh of the ...
by Listing
Sat Jan 31, 2009 7:33 pm
Forum: Code Snippets
Topic: 2D Addon to Irrlicht
Replies: 5
Views: 2611

Yes, you can if you want, post an optimized version.

Didn't know that it is that inefficient :(

Greetings
by Listing
Thu Jan 29, 2009 7:22 pm
Forum: Code Snippets
Topic: 2D Addon to Irrlicht
Replies: 5
Views: 2611

2D Addon to Irrlicht

I would recommend you to add this code to the next
irrlicht release :)

It comes with the methods draw2DTriangle and draw2DCircle, that should be in every common 2d engine.

To fill the circle just change the width to the max :-)


Irrlichtprimitives.h
#include <irrlicht.h>

using namespace irr ...
by Listing
Wed Jan 28, 2009 10:10 am
Forum: Beginners Help
Topic: Previously working code crashes with 1.5
Replies: 3
Views: 385

I feel stupid now, after replacing the dll with the new one it works like a charm.

Thanks for the fast and competent help and keep up the good work :o
by Listing
Wed Jan 28, 2009 9:38 am
Forum: Beginners Help
Topic: Previously working code crashes with 1.5
Replies: 3
Views: 385

Previously working code crashes with 1.5

This is the code that worked fine with Irrlicht 1.4 (tracked down to the bug)

1: HWND DrawBox = GetDlgItem(hWin, RC_DRAW);

// create irrlicht device in the draw window

2: SIrrlichtCreationParameters param;
3: param.WindowId = reinterpret_cast<void*>(DrawBox);
4: param.DriverType = video::EDT ...