Search found 48 matches
- Tue Jul 03, 2012 6:04 am
- Forum: Beginners Help
- Topic: I there a way to make GUI components transparent?
- Replies: 2
- Views: 377
I there a way to make GUI components transparent?
I wanted to render a scene and have a GUI component semi-transparent over the top of it. Is this possible in Irrlicht?
- Tue Jun 19, 2012 1:51 pm
- Forum: Advanced Help
- Topic: Python console GUI
- Replies: 3
- Views: 981
Re: Python console GUI
Well I'm starting to get something out of it: Prompt>Python 2.6.5 Stackless 3.1b3 060516 (release26-maint, Feb 15 2012, 09:11:40) [MSC v.1600 32 bit (Intel)] on win32 Type "help", "copyright", "credits" or "license" for more information. (Shell) a = 2 Prom...
- Mon Jun 18, 2012 5:06 pm
- Forum: Beginners Help
- Topic: Unresolved external for irr::os::Timer::getTime()
- Replies: 5
- Views: 813
Re: Unresolved external for irr::os::Timer::getTime()
Yeah I switched the code over to using an ITimer*. That gave me back the wonderful, blinking cursor. So lesson learned in co-opted Irrlicht source code.
- Sun Jun 17, 2012 9:56 pm
- Forum: Beginners Help
- Topic: Unresolved external for irr::os::Timer::getTime()
- Replies: 5
- Views: 813
Re: Unresolved external for irr::os::Timer::getTime()
This kind of blows my mind. How does one make that kind of thing happen?CuteAlien wrote:That function is not exported. Use an ITimer pointer instead and pass that to your editbox.
- Sat Jun 16, 2012 7:56 pm
- Forum: Beginners Help
- Topic: Unresolved external for irr::os::Timer::getTime()
- Replies: 5
- Views: 813
Unresolved external for irr::os::Timer::getTime()
I ripped out the Irrlicht text box source into my own project to modify into something like a script console (see advanced forum). It was mostly building fine, except the timing code for the cursor: 1>CustomEditBox.obj : error LNK2019: unresolved external symbol "public: static unsigned int __c...
- Wed Jun 06, 2012 5:47 am
- Forum: Advanced Help
- Topic: Python console GUI
- Replies: 3
- Views: 981
Re: Python console GUI
After a lot of sleuthing around I found how Blender does their own Python console. They aren't using the cmd module but actually the code module like I had used in my first experiments. They take over the streams and have their own stuff in place. It looks like the standard with Python text input fu...
- Sat Jun 02, 2012 7:25 pm
- Forum: Advanced Help
- Topic: Python console GUI
- Replies: 3
- Views: 981
Re: Python console GUI
Of course first thing in I clone the edit box source file into a project and the linker can't find getTime() anymore. Good old magic compilation settings. I guess I'll have to define the code in my Irrlicht project, build the DLL, then link it into my test app. I can't for the life of me figure what...
- Sat Jun 02, 2012 6:31 pm
- Forum: Advanced Help
- Topic: Python console GUI
- Replies: 3
- Views: 981
Python console GUI
I think I'm about to bite a big bullet I've been putting off for a very long time. I've put a lot of time into integrating Python as a scripting language for my little game engine. Most of my time has been in cooperating with Python. Since I started doing that, I've learned about Python's fickle nat...
- Fri May 25, 2012 1:49 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 170077
Re: irrBullet 0.1.8 - Bullet physics wrapper
Does irrBullet expose the rayTest stuff in some fashion from Bullet? I wanted to do some immediate line collision tests in the engine to make different game logic decisions.
- Tue May 22, 2012 4:31 am
- Forum: Beginners Help
- Topic: Rotating a cuboid to span two coordinates
- Replies: 5
- Views: 786
Re: Rotating a cuboid to span two coordinates
It doesn't appear to me the cube's center is the origin. The translation looks okay, and I superimposed some 3d lines. Everything implied that it was using the center of the cube as the origin. I figured out the scaling was taking effect before the rotation in the transformations. So I wanted to use...
- Mon May 21, 2012 1:59 pm
- Forum: Beginners Help
- Topic: Rotating a cuboid to span two coordinates
- Replies: 5
- Views: 786
Re: Rotating a cuboid to span two coordinates
I don't know how you're doing your scaling or what bizarre results you get so I can only guess. The matrix rotation and scaling happen around the cube's local origin before translation (or, you could say it spins and scales around its absolute position after positioning it) but the unit cube is not...
- Sun May 20, 2012 3:57 pm
- Forum: Beginners Help
- Topic: Rotating a cuboid to span two coordinates
- Replies: 5
- Views: 786
Re: Rotating a cuboid to span two coordinates
That looks like it gives me the proper angle. Phew that was much easier. :p My issue now is that the scaling I'm using is wrong. It does all kinds of bizarre stuff, but it certainly does not make the unit cube touch both of those points. I've tried using the normalized vector as well and gotten no g...
- Fri May 18, 2012 3:43 pm
- Forum: Beginners Help
- Topic: Rotating a cuboid to span two coordinates
- Replies: 5
- Views: 786
Rotating a cuboid to span two coordinates
I wanted to use something like a cuboid--a thin, 3d rectangle to connect between two 3d points. They idea is it would be a 3d cursor. I'm trying to manipulate the position, rotation, and scale vectors of an Irrlicht-generated cube to get this. Position and scale are easy: average the coordinates for...
- Fri Apr 13, 2012 10:48 pm
- Forum: Beginners Help
- Topic: Do I delete an IAnimatedMeshSceneNode when I'm done with it?
- Replies: 4
- Views: 620
Re: Do I delete an IAnimatedMeshSceneNode when I'm done with
If you have not grab()'ed a reference to it then it will be automatically be deleted when it's no longer used. Assuming you didn't do anything special that means when you remove it from the scenemanager the node will be removed. Note that the mesh might still be in the mesh-cache as well as texture...
- Fri Apr 13, 2012 4:12 pm
- Forum: Beginners Help
- Topic: Do I delete an IAnimatedMeshSceneNode when I'm done with it?
- Replies: 4
- Views: 620
Do I delete an IAnimatedMeshSceneNode when I'm done with it?
I see in the documentation I'm not supposed to drop one of these when I use the addAnimatedMeshScene node call--since the name does not start with "create." But now I have a pointer for one, so what do I do? I assume if I don't want to work with that mesh anymore, then I can just delete it...