Search found 15 matches
- Tue Dec 22, 2009 1:32 pm
- Forum: Beginners Help
- Topic: GUI questions
- Replies: 25
- Views: 3571
CGUIEmptyElement is a sub-class of IGUIElement, therefor you can treat any CGUIEmptyElement as an IGUIElement. Also follow the analogy: I have a car and it can drive. I also have a Porche. Since my Porche is a car, it can also drive. the description of what the 'plain' car can do = IGUIElement the P...
- Fri Dec 11, 2009 8:43 am
- Forum: Beginners Help
- Topic: Compile problem with devcpp
- Replies: 5
- Views: 351
- Wed Dec 09, 2009 7:45 pm
- Forum: Advanced Help
- Topic: Dockable UI
- Replies: 2
- Views: 524
[EDIT] Misread the question, answer below is irrelevant. As I'm not familiar with VC++ and windows-specific code, I'm afraid I won't be of any help here.. [/EDIT] From what I've experienced so far with playing with the irrlicht GUI is that it is still a basic GUI-system. Dockable things will have to...
- Sun Dec 06, 2009 7:36 pm
- Forum: Beginners Help
- Topic: Typ konvertierung
- Replies: 6
- Views: 611
And then I had to go and get ill.. anyway, here's my small convert-function (back then I still coded in Dutch) convert.hpp #ifndef CONVERSIE_HPP #define CONVERSIE_HPP #include <iostream> #include <sstream> using namespace std; template <class doelType, class inputType> doelType convert(const inputTy...
- Wed Dec 02, 2009 2:48 pm
- Forum: Beginners Help
- Topic: Typ konvertierung
- Replies: 6
- Views: 611
That could be so much shorter by using a template I think. I must have a conversionfunction lying around somewhere at home for some of the common STL-types, will post later today. In any case, static casting is always the better choice imo, but sometimes dynamic casting with stringstreams can be mor...
- Wed Nov 25, 2009 8:50 am
- Forum: Beginners Help
- Topic: Deletion of custom scene nodes.
- Replies: 8
- Views: 569
- Tue Nov 24, 2009 3:34 pm
- Forum: Beginners Help
- Topic: Deletion of custom scene nodes.
- Replies: 8
- Views: 569
From what I understand (still a beginner though) does the drop-method decrement the referencecounter of that object. The referencecounter keeps track of.. well.. references :roll: to that object. As long as a given element still has a reference, it may lead to null-pointer-errors if destroyed (destr...
- Wed Nov 18, 2009 9:11 pm
- Forum: Advanced Help
- Topic: toggle fullscreen / window mode
- Replies: 21
- Views: 7610
- Tue Nov 17, 2009 12:30 pm
- Forum: Advanced Help
- Topic: toggle fullscreen / window mode
- Replies: 21
- Views: 7610
Should I post an even more stripped version of the code as testcase? (which would be just removing empty cases, fontloading and custom coloring actually) Or am I correct in stating that switching devices/environments in an EventReciever is impossible? It seems even to be impossible to destroy the de...
- Fri Nov 13, 2009 12:42 pm
- Forum: Beginners Help
- Topic: a little of c++
- Replies: 2
- Views: 399
It seems that TrackerSingleMarkerImpl.h does not contain pre-compiler-directives to prevent the file from being included more than once in a given source-file. Most probably you've included this header in VideoAR and have included both VideoAR as well as TSMI.h in your main. The result is that TSMI....
- Wed Nov 11, 2009 11:37 am
- Forum: Advanced Help
- Topic: toggle fullscreen / window mode
- Replies: 21
- Views: 7610
As I'm still new to IrrLicht, I can't seem to get this working correctly, or not entirely.. In my testcase I have created one window with one button in it. Clicking the button should trigger a switch between fullscreen and windowed operation. What I'm doing in the event reciever is as follows: Point...
- Fri Nov 06, 2009 9:49 am
- Forum: Bug reports
- Topic: [fixed] GUIEditor input bug for irrlight 1.6 release
- Replies: 4
- Views: 640
- Fri Nov 06, 2009 7:57 am
- Forum: Bug reports
- Topic: [fixed] GUIEditor input bug for irrlight 1.6 release
- Replies: 4
- Views: 640
- Thu Nov 05, 2009 1:35 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Setting up Irrlicht with Eclipse and MinGW on Vista
- Replies: 7
- Views: 15208
- Thu Nov 05, 2009 10:36 am
- Forum: Game Programming
- Topic: Planning Your Game
- Replies: 5
- Views: 3850
You have a gameplan, so let's try and use it to your advantage. What I usually try to do (mind you that I'm far from a game-guru ;) ): 1. Make up a gamescenario, draw some concept-art. This is a really chaotic stadium, in which I write down/draw everything that's in my mind, and only filter it after...