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 ...
Search found 12 matches
- Fri Jun 11, 2010 4:05 pm
- Forum: Advanced Help
- Topic: DirectX Wrapper/Hooking question
- Replies: 9
- Views: 1545
- Fri Jun 11, 2010 11:08 am
- Forum: Advanced Help
- Topic: DirectX Wrapper/Hooking question
- Replies: 9
- Views: 1545
- Thu Jun 10, 2010 4:32 pm
- Forum: Advanced Help
- Topic: DirectX Wrapper/Hooking question
- Replies: 9
- Views: 1545
- Thu Jun 10, 2010 4:27 pm
- Forum: Advanced Help
- Topic: DirectX Wrapper/Hooking question
- Replies: 9
- Views: 1545
- Sun May 24, 2009 12:07 am
- Forum: Beginners Help
- Topic: Background <-> Foreground?
- Replies: 4
- Views: 488
- 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 ...
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 ...
- Sat May 23, 2009 5:13 pm
- Forum: Beginners Help
- Topic: Importing models for a game
- Replies: 3
- Views: 358
- 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 ...
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 ...
- Sat Jan 31, 2009 7:33 pm
- Forum: Code Snippets
- Topic: 2D Addon to Irrlicht
- Replies: 5
- Views: 2611
- 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 ...
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 ...
- Wed Jan 28, 2009 10:10 am
- Forum: Beginners Help
- Topic: Previously working code crashes with 1.5
- Replies: 3
- Views: 385
- 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 ...
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 ...