Excellent. The trunk worked perfectly - everything is crisp and clean now. Thanks guys!
(I didn't look into, but I think you're right, bitplane. I recall having to use the MFC mouse coordinates instead of the Irrlicht device ones because they didn't map correctly to the the screen.)
Search found 6 matches
- Wed Jul 15, 2009 6:08 pm
- Forum: Beginners Help
- Topic: MFC + Irrlicht: GUI Fonts Look Like Crap
- Replies: 3
- Views: 417
- Mon Jul 13, 2009 2:14 am
- Forum: Beginners Help
- Topic: MFC + Irrlicht: GUI Fonts Look Like Crap
- Replies: 3
- Views: 417
MFC + Irrlicht: GUI Fonts Look Like Crap
Hey guys, so I'm running Irrlicht in an MFC application (editor for my main program). It draws all my models and stuff - great. However, drawing fonts (for instance, with IGUIStaticText) results in legible but still garbled characters (ugly ugly ugly). I used the same code and fonts to draw nice, cl...
- Fri Jun 12, 2009 9:04 pm
- Forum: Code Snippets
- Topic: (C++) Resize/Fullscreen Windows at Runtime
- Replies: 7
- Views: 4310
@Malgodur: It's in a bunch of files because it's meant for a large-scale application, and that's generally how I start out. But yeah, that style's not for everybody. :D And you're right, Midnight - for most applications a config file would work fine. I had to make an application with two windows tha...
- Thu May 28, 2009 6:03 pm
- Forum: Code Snippets
- Topic: (C++) Resize/Fullscreen Windows at Runtime
- Replies: 7
- Views: 4310
(C++) Resize/Fullscreen Windows at Runtime
This code is supposed to manage an Irrlicht device in a way that might make it easier to resize the window, go to/from fullscreen, apply anti-aliasing, etc at runtime. I wrote it last night because my internet was down and I was bored. I used it to make an application with two windows which will hop...
- Mon Mar 16, 2009 8:13 pm
- Forum: Bug reports
- Topic: ITextSceneNode and setViewPort
- Replies: 4
- Views: 1675
- Mon Mar 16, 2009 5:42 am
- Forum: Bug reports
- Topic: ITextSceneNode and setViewPort
- Replies: 4
- Views: 1675
ITextSceneNode and setViewPort
Probably doing something pretty dumb here, but bear with me please. I'm trying to render an ITextSceneNode in a viewport that's smaller than the full resolution of the window. When I render an ITextSceneNode without calling setViewPort, it works perfectly and renders where I expect it to. However, i...