yeah, you are right, that change would have a relatively specific use case, but at least for me that is something i write quite often.
Your solution seems better, wouldn't it even be possible to write
driver>draw2DImage(texture, position, texture->getSize(), 0, color, true);
because the ...
Search found 11 matches
- Fri Feb 06, 2015 12:46 am
- Forum: Open Discussion and Dev Announcements
- Topic: 2D drawing helper function
- Replies: 4
- Views: 1709
- Wed Feb 04, 2015 7:52 pm
- Forum: Open Discussion and Dev Announcements
- Topic: 2D drawing helper function
- Replies: 4
- Views: 1709
2D drawing helper function
when doing 2d drawing, I often find myself writing code like
driver>draw2DImage(texture, position, core::recti(core::vector2d<s32>(0,0), texture->getSize()), 0, color, true);
the part to create the rect that contains the rect creation takes up a significant portion of the parameters, even though ...
driver>draw2DImage(texture, position, core::recti(core::vector2d<s32>(0,0), texture->getSize()), 0, color, true);
the part to create the rect that contains the rect creation takes up a significant portion of the parameters, even though ...
- Wed Jul 20, 2011 8:32 am
- Forum: Bug reports
- Topic: [fixed]problem with addFileArchive
- Replies: 6
- Views: 1454
Re: problem with addFileArchive
hello,
i know now why the code shown above does not work:
in irrlichts addFileArchive function, it is tested for every loader whether it is able to load a that path. this function for CArchiveLoaderMount does the test like:
deletePathFromFilename and test whether filename ist empty, if yes, it can ...
i know now why the code shown above does not work:
in irrlichts addFileArchive function, it is tested for every loader whether it is able to load a that path. this function for CArchiveLoaderMount does the test like:
deletePathFromFilename and test whether filename ist empty, if yes, it can ...
- Sun Jul 17, 2011 5:10 pm
- Forum: Bug reports
- Topic: [fixed]problem with addFileArchive
- Replies: 6
- Views: 1454
Re: problem with addFileArchive
sorry for the misunderstanding
i didn't mean the "." could not be added as search folder, i meant that i could not add any folder, even "." which surely exists.
it seems to be a problem with adding folders...
if i zip the folder and add the archive, everything works fine.
a minimal example would ...
i didn't mean the "." could not be added as search folder, i meant that i could not add any folder, even "." which surely exists.
it seems to be a problem with adding folders...
if i zip the folder and add the archive, everything works fine.
a minimal example would ...
- Sat Jul 16, 2011 7:47 pm
- Forum: Bug reports
- Topic: [fixed]problem with addFileArchive
- Replies: 6
- Views: 1454
[fixed]problem with addFileArchive
Hello,
when i use addFileArchive I get the error message
"could not create archive for: ..."
even if I try
device->getFileSystem()->addFileArchive(".", true, true, io::EFAT_FOLDER);
which obviously should work, as the folder "." exists.
I used this functionality already in an older project ...
when i use addFileArchive I get the error message
"could not create archive for: ..."
even if I try
device->getFileSystem()->addFileArchive(".", true, true, io::EFAT_FOLDER);
which obviously should work, as the folder "." exists.
I used this functionality already in an older project ...
- Sun May 30, 2010 2:24 pm
- Forum: Advanced Help
- Topic: emulating unavailable resolutions
- Replies: 8
- Views: 1224
- Sun May 30, 2010 12:40 pm
- Forum: Advanced Help
- Topic: emulating unavailable resolutions
- Replies: 8
- Views: 1224
At first, thanks for the suggestion of quad drawing, at least i am able to scale everything correct....
it helps me at least if i use OpenGL driver...
but i don't see why i don't need RTT. Now, I use a 400x300 Texture and render everything into it, and then i draw to the screen using the method you ...
it helps me at least if i use OpenGL driver...
but i don't see why i don't need RTT. Now, I use a 400x300 Texture and render everything into it, and then i draw to the screen using the method you ...
- Sat May 29, 2010 10:59 pm
- Forum: Advanced Help
- Topic: emulating unavailable resolutions
- Replies: 8
- Views: 1224
emulating unavailable resolutions
i am developing a simple 2D game as free time project and decided to use a very low resolution (400 x 300) to be able to use low res grafics.
but unfortunately, some recent screens don't provide a 400 x 300 fullscreen resolution anymore, but i want to stay with this resolution.
My first approach ...
but unfortunately, some recent screens don't provide a 400 x 300 fullscreen resolution anymore, but i want to stay with this resolution.
My first approach ...
- Sat May 29, 2010 10:49 pm
- Forum: Open Discussion and Dev Announcements
- Topic: compile dependencies
- Replies: 7
- Views: 2391
- Sat May 29, 2010 4:56 pm
- Forum: Open Discussion and Dev Announcements
- Topic: compile dependencies
- Replies: 7
- Views: 2391
Yes, it relies on SEvent, but SEvent is only needed as a const ref function parameter, thus, a forward declaration would be sufficient.
Of cause, if you want to pass an event to en event manager, you need to include also SEvent, but for all other purposes the users of the Event Receiver don't need ...
Of cause, if you want to pass an event to en event manager, you need to include also SEvent, but for all other purposes the users of the Event Receiver don't need ...
- Sat May 29, 2010 9:11 am
- Forum: Open Discussion and Dev Announcements
- Topic: compile dependencies
- Replies: 7
- Views: 2391
compile dependencies
I've noticed that the IEventReceiver.h file provides too much if you only want to derive your own class from IEventReceiver.
for IEventReceiver, the following code would be sufficient:
class SEvent;
//! Interface of an object which can receive events.
/** Many of the engine's classes inherit ...
for IEventReceiver, the following code would be sufficient:
class SEvent;
//! Interface of an object which can receive events.
/** Many of the engine's classes inherit ...