Search found 7 matches
- Sun Jun 11, 2017 12:37 am
- Forum: Advanced Help
- Topic: getScreenCoordinatesFrom3DPosition values?
- Replies: 5
- Views: 1058
Re: getScreenCoordinatesFrom3DPosition values?
Well, thank you for the help and for looking into it. I've just went with manually computing the screen coordinates by matching all of the transformations and got that working just fine. I realized along the way that part of my troubles were because at the same time I had the 5,5 pixel offset in the...
- Thu Jun 08, 2017 8:54 pm
- Forum: Advanced Help
- Topic: getScreenCoordinatesFrom3DPosition values?
- Replies: 5
- Views: 1058
Re: getScreenCoordinatesFrom3DPosition values?
Forgive me, but I feel like I'm missing something that is going on still. Basically I was using an implementation of draw2dImage that I built based on the one by Lonesome Ducky with support for rotation, scale, skew, etc. And even in their original code it uses drawIndexedTriangleList with all of th...
- Fri Jun 02, 2017 9:56 pm
- Forum: Advanced Help
- Topic: getScreenCoordinatesFrom3DPosition values?
- Replies: 5
- Views: 1058
getScreenCoordinatesFrom3DPosition values?
I was trying to use getScreenCoordinatesFrom3DPosition to handle some mouse interaction and I was going crazy trying to get it to work so I made a simple test project to try to get a handle on it... Here's the whole thing basically: driver->beginScene(true, true, SColor(0,48,48,48)); ...
- Mon Nov 02, 2015 4:37 pm
- Forum: Advanced Help
- Topic: Manual texture binding with large number of textures?
- Replies: 1
- Views: 699
Manual texture binding with large number of textures?
Forgive me if I'm missing something simple, but when trying to draw a large number of textures on one frame ( I assume more than GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS ) I start running into texture corruption issues. Normally when using OpenGL on its own, I would just bind the textures to units in gro...
- Mon May 04, 2015 2:49 pm
- Forum: Beginners Help
- Topic: ComboBox drop down size with alternate fonts
- Replies: 3
- Views: 553
Re: ComboBox drop down size with alternate fonts
Looks like calling setMaxSelectionRows will change the size, but still based on the the base font and will not make it any larger than the number of entries so it still ends up cut off with a larger font.
- Fri May 01, 2015 9:01 pm
- Forum: Beginners Help
- Topic: ComboBox drop down size with alternate fonts
- Replies: 3
- Views: 553
ComboBox drop down size with alternate fonts
Normally the drop down portion of the combo box is sized to fit the choices, but when changing the font it seems to still use the size for the base font as shown below. http://puu.sh/hxU4q/40cf999b5e.png Is there any way to make this work without changing the engine? Or is there something I'm missing?
- Tue Apr 29, 2014 6:45 pm
- Forum: Advanced Help
- Topic: Switching windowed/fullscreen and fonts
- Replies: 4
- Views: 798
Switching windowed/fullscreen and fonts
I've got a project I'm working on, where I included the option to switch between fullscreen and windowed at runtime. I have it set up so it reloads all of the textures under the new device and everything works great, except that all of the fonts stop working. Trying to call getFont again doesn't see...