Search found 15 matches
- Mon Nov 01, 2010 5:13 am
- Forum: Advanced Help
- Topic: cant create DX device in fullscreen with portrait dimension
- Replies: 1
- Views: 494
- Mon Nov 01, 2010 4:26 am
- Forum: Advanced Help
- Topic: cant create DX device in fullscreen with portrait dimension
- Replies: 1
- Views: 494
cant create DX device in fullscreen with portrait dimension
When I create a DX device in fullscreen mode and flip dimensions to be in portrait (height > width), the console says "was not able to create DIRECT3D9 device" twice.
I have tried any combinations possible, DX/OGL, fullscr/windowed, landscape/portrait. Only this combination DX-fullscr-landscape ...
I have tried any combinations possible, DX/OGL, fullscr/windowed, landscape/portrait. Only this combination DX-fullscr-landscape ...
- Thu Oct 07, 2010 7:48 am
- Forum: Advanced Help
- Topic: dynamic MeshBuffer, Mesh, and MeshSceneNode?
- Replies: 4
- Views: 1095
- Thu Oct 07, 2010 2:37 am
- Forum: Advanced Help
- Topic: dynamic MeshBuffer, Mesh, and MeshSceneNode?
- Replies: 4
- Views: 1095
- Fri Oct 01, 2010 9:48 am
- Forum: Advanced Help
- Topic: dynamic MeshBuffer, Mesh, and MeshSceneNode?
- Replies: 4
- Views: 1095
dynamic MeshBuffer, Mesh, and MeshSceneNode?
I have this problem where I need to create/edit/delete Meshbuffers in a Mesh based on some dynamic data.
The problem is this, after I create the MeshSceneNodefrom the intial Mesh, I can only edit/delete existing MeshBuffers but not add new buffers from new data, otherwise it crashes when smgr ...
The problem is this, after I create the MeshSceneNodefrom the intial Mesh, I can only edit/delete existing MeshBuffers but not add new buffers from new data, otherwise it crashes when smgr ...
- Thu Sep 16, 2010 2:36 pm
- Forum: Advanced Help
- Topic: [SOLVED] RenderTargetTexture strange Y-flip
- Replies: 10
- Views: 1965
- Thu Sep 16, 2010 11:14 am
- Forum: Advanced Help
- Topic: [SOLVED] RenderTargetTexture strange Y-flip
- Replies: 10
- Views: 1965
More observations:
- When calling another draw2DImage to draw the RT, both model and bg appear normal (non-flipped)
- I set all material types as EMT_SOLID (for both the model and ScreenQuad) to eliminate bugs, if any, from shaders (as I'm using IrrCg for shaders). The bg's still flipped while the ...
- When calling another draw2DImage to draw the RT, both model and bg appear normal (non-flipped)
- I set all material types as EMT_SOLID (for both the model and ScreenQuad) to eliminate bugs, if any, from shaders (as I'm using IrrCg for shaders). The bg's still flipped while the ...
- Thu Sep 16, 2010 10:56 am
- Forum: Advanced Help
- Topic: [SOLVED] RenderTargetTexture strange Y-flip
- Replies: 10
- Views: 1965
- Thu Sep 16, 2010 3:56 am
- Forum: Advanced Help
- Topic: [SOLVED] RenderTargetTexture strange Y-flip
- Replies: 10
- Views: 1965
- Wed Sep 15, 2010 7:04 am
- Forum: Advanced Help
- Topic: [SOLVED] RenderTargetTexture strange Y-flip
- Replies: 10
- Views: 1965
[SOLVED] RenderTargetTexture strange Y-flip
I'm testing RTT feature of Irrlicht to do some post-possessing fx and encounter this strange behavior of RTT.
This is normal render with code:
http://img413.imageshack.us/img413/7346/normalv.png
driver->beginScene();
driver->draw2DImage(BG, rect<s32>(0,0,renderSize.Width,renderSize.Height ...
This is normal render with code:
http://img413.imageshack.us/img413/7346/normalv.png
driver->beginScene();
driver->draw2DImage(BG, rect<s32>(0,0,renderSize.Width,renderSize.Height ...
- Tue Aug 17, 2010 8:50 am
- Forum: Advanced Help
- Topic: [ASK] background transparency
- Replies: 5
- Views: 1635
Any sources do I need to look for? coz I'm not familiar with window programming. thanksLonesome Ducky wrote:The only thing I can think of to do it like you want is not irrlicht related. You need to grab the desktop hdc with GetDC(0), then get the pixels around where you want to blend and blend them yourself.
- Mon Aug 16, 2010 9:51 am
- Forum: Advanced Help
- Topic: [ASK] background transparency
- Replies: 5
- Views: 1635
- Mon Aug 16, 2010 9:37 am
- Forum: Advanced Help
- Topic: [ASK] background transparency
- Replies: 5
- Views: 1635
[ASK] background transparency
I want to make the background of the Irrlicht view transparent so that I can see through any windows or desktop screen under Irrlicht window.
I modified the tutorial 14 (Win32 window) as followed:
...
SetWindowLong(hWnd, GWL_EXSTYLE, GetWindowLong(hWnd, GWL_EXSTYLE) | WS_EX_LAYERED ...
I modified the tutorial 14 (Win32 window) as followed:
...
SetWindowLong(hWnd, GWL_EXSTYLE, GetWindowLong(hWnd, GWL_EXSTYLE) | WS_EX_LAYERED ...
- Fri Jul 23, 2010 5:16 am
- Forum: Advanced Help
- Topic: issue when passing world matrix to shader
- Replies: 2
- Views: 549
- Thu Jul 22, 2010 11:19 am
- Forum: Advanced Help
- Topic: issue when passing world matrix to shader
- Replies: 2
- Views: 549
issue when passing world matrix to shader
I implemented a simple per-fragment lighting shader with fixed light position and models' positions.
The render is correct until I rotate one of the model 180deg around Y-axis using setRotation(..). Then the shading on the rotated model is flipped as if the light was rotated as well.
I'm using ...
The render is correct until I rotate one of the model 180deg around Y-axis using setRotation(..). Then the shading on the rotated model is flipped as if the light was rotated as well.
I'm using ...
