Search found 7 matches

by rubixcuber
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...
by rubixcuber
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...
by rubixcuber
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));        ...
by rubixcuber
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...
by rubixcuber
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.
by rubixcuber
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?
by rubixcuber
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...