Search found 159 matches
- Fri Jan 20, 2012 9:19 am
- Forum: Off-topic
- Topic: Lots of time, Few Ideas
- Replies: 2
- Views: 897
Re: Lots of time, Few Ideas
That may sound silly but why don't you have a look at the irrlicht bugtracker and see if can send one or more patches ?
- Mon Jan 02, 2012 9:32 am
- Forum: Project Announcements
- Topic: NerpaGUI v0.623 (Charts, BreadCrumbs)
- Replies: 120
- Views: 31490
Re: NerpaGUI v0.5( KunessListbox, new effects )
Having shaders running on the gui, that's definitely cool
- Wed Dec 07, 2011 9:20 am
- Forum: Beginners Help
- Topic: value expression from editbox
- Replies: 1
- Views: 169
Re: value expression from editbox
you would need to write either your own parser or use a scripting system.
I use Lua & luabind to debug from a console.
"setCameraPos(0,5,10)" for example.
I use Lua & luabind to debug from a console.
"setCameraPos(0,5,10)" for example.
- Tue Dec 06, 2011 11:06 am
- Forum: Beginners Help
- Topic: Multiple scene managers
- Replies: 5
- Views: 352
Re: Multiple scene managers
Well I dunno if it's a bug, didn't have time to go deeper but when I clone a valid scene manager "validSmgr->createNewSceneManager(true)" (1 skybox + 1 camera with one circle animator), the nodes get copied (I displayed getRootSceneNode() children) but I seem to lose the active camera, not...
- Mon Dec 05, 2011 3:35 pm
- Forum: Beginners Help
- Topic: Multiple scene managers
- Replies: 5
- Views: 352
Multiple scene managers
Hi, I want each gameState to have its own scene manager through ISceneManager::createNewSceneManager(). So I had a few questions : -does IrrlichtDevice::getSceneManager() always return the same scene manager ? (looks like to me after looking at the code) -If I restart my IrrlichtDevice (to change sc...
- Thu Dec 01, 2011 5:04 pm
- Forum: Beginners Help
- Topic: Coding style question, returning a structure/class from list
- Replies: 3
- Views: 193
Re: Coding style question, returning a structure/class from
simplest and most efficient is the latest one (though with C++11 you can avoid a struct copy). At least that's what I use.
You might also want to give a look at boost::optional.
You might also want to give a look at boost::optional.
- Fri Nov 04, 2011 9:13 am
- Forum: Beginners Help
- Topic: std::string to wchar_t*
- Replies: 5
- Views: 317
Re: std::string to wchar_t*
@kekar> interesting way of doing it. Is that always safe ? If you confirm it I might give up on us http://utfcpp.sourceforge.net/ which I currently use and also use iterators. core::stringw(mystdstring.c_str()).c_str() if you don't want to rely on the correct conversion functions for wide chars whic...
- Wed Nov 02, 2011 11:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht API Documentation Search function
- Replies: 11
- Views: 3112
Re: Irrlicht API Documentation Search function
nice indeed
- Tue Nov 01, 2011 12:03 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What about input system improvements ?
- Replies: 8
- Views: 2122
Re: What about input system improvements ?
Now working on linux and windows (though I have a problem with DirectInput not acquiring my joystick, Win32 APi works fine). -removed the SJoystickCapabilities structure, function hasPovHat(), getButtonCount(), isAxisSupported() are now virtual. -Linux checks for new joysticks on a periodic basis (e...
- Wed Oct 26, 2011 8:58 am
- Forum: Code Snippets
- Topic: Screen fade out effects for transitions
- Replies: 6
- Views: 2742
Re: Screen fade out effects for transitions
Wow I didn't know such a thing was embedded ! I've also created my own system which mayve have one advantage over this one: you can chain fadings. Sadly I don't see an EGUI_EVENT_TYPE for IGUIInOutFader. Some events like: EGET_FADEIN_FINISHED EGET_FADEOUT_FINISHED could be generated (even maybe EGET...
- Mon Oct 24, 2011 10:08 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Simple request about core::map
- Replies: 6
- Views: 1214
Re: Simple request about core::map
A bit low, don't you think ?aanderse wrote:it sounds like you've already found a suitable alternative then!teto wrote:In the std
excellent
Thank you !Added in SVN/trunk.
- Mon Oct 24, 2011 3:17 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Simple request about core::map
- Replies: 6
- Views: 1214
Re: Simple request about core::map
In the std, you retrieve a valid iterator upon deletion. Also std::map doesn't move values.
- Sun Oct 23, 2011 8:06 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Simple request about core::map
- Replies: 6
- Views: 1214
Simple request about core::map
Hi, When iterating through a core::map, there are some items I need to check before deleting them and I can't find any simple way to delete a Node* or an Iterator from map. remove only accepts a key which means I will look twice for the same item as I already have the correct Node*. TJoystickM...
- Thu Oct 06, 2011 8:17 am
- Forum: Project Announcements
- Topic: NerpaGUI v0.623 (Charts, BreadCrumbs)
- Replies: 120
- Views: 31490
Re: NerpaGUI v0.30 ( Insert elements into cell table )
In my opinion this last improvement might the most useful for most of us. Good job
- Sun Sep 25, 2011 3:24 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What about input system improvements ?
- Replies: 8
- Views: 2122
Re: What about input system improvements ?
Here is a new patch for DirectInput/Win32 and linux. It's not thoroughly tested yet nor cleaned (commented code) but it's a good base to discuss & start with. I've compiled it successfully for those platforms though I could not run my exemple (program starts but screen remains blank, I suspect a...