Search found 14 matches
- Sat Sep 12, 2009 11:50 am
- Forum: Beginners Help
- Topic: Building realese configuration
- Replies: 1
- Views: 424
Building realese configuration
Hello guys from me and my newbie questions. I use Microsoft Visual C++ 2005 and tried to build my program in release configuration for the first time (for the debug conf build passed successfuly). I got a number of warnings and errors for each my source file except the first one warning C4727: PCH n...
- Wed Sep 09, 2009 6:15 am
- Forum: Beginners Help
- Topic: Catch mouse click after all GUI handled
- Replies: 2
- Views: 247
- Tue Sep 08, 2009 8:47 pm
- Forum: Beginners Help
- Topic: Catch mouse click after all GUI handled
- Replies: 2
- Views: 247
Catch mouse click after all GUI handled
Hello again from my newbie questions. Help me to think how to easier catch mouse click event after GUI handled, i.e. unless any GUI event respond click. The only thing came in mind to include some variable, turn it on, when lmb clicked and turn off on any GUI event. Then it can be catched in (1) boo...
- Wed Sep 02, 2009 6:22 am
- Forum: Code Snippets
- Topic: (C++) File Selector/Dialog v1.1
- Replies: 34
- Views: 15952
- Wed Sep 02, 2009 5:57 am
- Forum: Beginners Help
- Topic: ISceneNode::Children order
- Replies: 1
- Views: 124
ISceneNode::Children order
Hi all, I have such a noob question.
I store parent empty scene node and its children among which I have billboard scene nodes.
The question is that if I can be sure that these billboards are stored in the order I created them (skipping scene nodes of other types)?
I store parent empty scene node and its children among which I have billboard scene nodes.
The question is that if I can be sure that these billboards are stored in the order I created them (skipping scene nodes of other types)?
- Thu Aug 27, 2009 1:51 pm
- Forum: Beginners Help
- Topic: getCollisionPoint behaves strange
- Replies: 10
- Views: 452
- Thu Aug 27, 2009 11:34 am
- Forum: Beginners Help
- Topic: Terrain issue
- Replies: 3
- Views: 331
What driver type do you use when create Irrlicht device with function? I got like effect when used EDT_SOFTWARE driver type.
Or the thing may be in z-buffer distance. See ...function
Code: Select all
createDevice (...)
Or the thing may be in z-buffer distance. See ...
Code: Select all
ICameraSceneNode::setFarValue(...)
- Thu Aug 27, 2009 9:18 am
- Forum: Beginners Help
- Topic: How do you remove GUI elements from memory
- Replies: 5
- Views: 516
Maybe
Code: Select all
IGUIElement::remove()
- Thu Aug 27, 2009 9:07 am
- Forum: Beginners Help
- Topic: getCollisionPoint behaves strange
- Replies: 10
- Views: 452
Are you sure that 1) Your terrain rotation is (0.0f, 0.0f, 0.0f); 2) Your terrian is not small enough to point (P.X,P.Z) be outsize it. Keep in mind that terrain HWD is not terrain->getScale() but terrain->getBoundingBox()->getExtent() 3) Your selector right set to terrain and is not NULL? PS: By th...
- Wed Aug 26, 2009 9:58 am
- Forum: Beginners Help
- Topic: binary'*'instead of unary'*'or pinning pointers error
- Replies: 1
- Views: 174
Problem solved simply by defining non-constant iterator on paramater member
Code: Select all
void CInterface::drawAbilityFull( const SAbilityDrawParams ¶ms )
{
list<CAbility *>::Iterator ab = params.ab;
if( (*ab)->selfTonesChange[t] < minSelfCh )
...
}
- Tue Aug 25, 2009 3:33 am
- Forum: Beginners Help
- Topic: binary'*'instead of unary'*'or pinning pointers error
- Replies: 1
- Views: 174
binary'*'instead of unary'*'or pinning pointers error
Help me solve such a problem with pointers, which I can't for two days plz. I call one class method and pass it one structure argument as const reference. Then I try to use this structure member iterator on pointer on class by derefferenicng it struct SAbilityDrawParams { list<class CAbility *>::Ite...
- Mon Aug 24, 2009 3:49 am
- Forum: Beginners Help
- Topic: IGUIScrollBar::updateAbsolutePosition() call problem
- Replies: 2
- Views: 180
Hmm... nobody answered yet. Maybe too large message. I tried to describe the problem detalliert... The thing is that parent function IGUIElement::updateAbsolutePosition() doesn't call for children IGUIElement::updateAbsolutePosition() though children number is greater then 0 (==1). May be somebody k...
- Sun Aug 23, 2009 7:58 am
- Forum: Beginners Help
- Topic: IGUIScrollBar::updateAbsolutePosition() call problem
- Replies: 2
- Views: 180
IGUIScrollBar::updateAbsolutePosition() call problem
Hi all. I got such problem. I make gui for my application and need to draw some progressbars (rectangles) on one window. And those rectangles can be so many that I added scroll bar to be able to scroll them vertically. For that I define class CMEGUIAbilitiesParams and adding it to GUI environment th...
- Mon Aug 17, 2009 1:31 pm
- Forum: Beginners Help
- Topic: Sprites in mesh
- Replies: 1
- Views: 182
Sprites in mesh
Hi all. I'm sorry for may be dumb question, I'm new to Irrlight ) I make a game with the engine and now have to define what format use to appearence for creatures. The thing is that I want to have sprites for visual effects and don't know what format (if any) able to contain them. Hint me if I can c...