Search found 13 matches
- Sat Dec 01, 2012 10:16 am
- Forum: Beginners Help
- Topic: Fullscreen issues
- Replies: 17
- Views: 1751
Re: Fullscreen issues
You're going about it way too difficult :) I meant: 1. Draw to a 240x120 (or whatever your target is) texture/RTT, using the standard draw2D calls 2. Blit it to the screen using a screen quad, those are available in the snippets forum Much simpler. Of course if you want 3d effects, then this wouldn...
- Thu Nov 29, 2012 2:45 pm
- Forum: Beginners Help
- Topic: Fullscreen issues
- Replies: 17
- Views: 1751
Re: Fullscreen issues
make the cube scale 1,1 the otho matrix streches it automaticly Well I've seen matricies but I've never really understood it all (reading up on it now). Also with the function I filled in the height for the width and the width for the height by accident. http://www.songho.ca/opengl/gl_projectionmat...
- Thu Nov 29, 2012 1:54 pm
- Forum: Beginners Help
- Topic: Fullscreen issues
- Replies: 17
- Views: 1751
Re: Fullscreen issues
use an orthogonal projection matrix. matrix for has functions for that. buildProjectionMatrixOrthoLH and buildProjectionMatrixOrthoRH Thanks! Though I don't fully understand it. http://i.imgur.com/N0Mgz.jpg My vertical pixels are at a 1:1, but my horizontal are pretty off. I'll do a bit of research...
- Thu Nov 29, 2012 1:36 pm
- Forum: Beginners Help
- Topic: Fullscreen issues
- Replies: 17
- Views: 1751
Re: Fullscreen issues
Update on the fullscreen issue: I was having problems even with 640x480 originally (as in not drawing the entire screen, I'm not sure why). I reinstalled my video drivers and now it's working with 640x480. I tried again with 256x240 and got the same issue of not using the entire screen. So Mikhail9 ...
- Thu Nov 29, 2012 8:38 am
- Forum: Beginners Help
- Topic: Fullscreen issues
- Replies: 17
- Views: 1751
Re: Fullscreen issues
I have an Nvidia GeForce GTX 460, and I get the same result no matter what resolution I use.Mikhail9 wrote:Is it possible your video card doesn't support your requested resolution? Mine only goes down to 640 x 480 using DirectX. I doubt GL would go lower.
- Wed Nov 28, 2012 2:48 pm
- Forum: Beginners Help
- Topic: Fullscreen issues
- Replies: 17
- Views: 1751
Re: Fullscreen issues
That's the thing - the draw2D methods are pixel-accurate. You can either use your own relative drawing, or render to a RTT of that size, and then render that to the screen to blow it up (without bilinear to make it look blocky). Is it pixel accurate based on the resolution of the desktop or the res...
- Wed Nov 28, 2012 1:21 pm
- Forum: Beginners Help
- Topic: Fullscreen issues
- Replies: 17
- Views: 1751
Re: Fullscreen issues
What about some code? Though you tell us some details, it's far from knowing what you really do. And even if the code is completely correct, we might still give some hints how to do things better regarding the Irrlicht part. Sure, I'm using Windows 7 and the OpenGL driver, as for code there really ...
- Wed Nov 28, 2012 10:39 am
- Forum: Beginners Help
- Topic: Fullscreen issues
- Replies: 17
- Views: 1751
Fullscreen issues
Hey everybody! I've been wanting to create a low resolution game to be a bit more like the NES games, however I'm running up against some issues. When I try to use fullscreen it doesn't seem to be actually going fullscreen. The only thing that's happening is a window is being drawn in the top corner...
- Fri Sep 09, 2011 3:09 pm
- Forum: Beginners Help
- Topic: blitting *itexture
- Replies: 9
- Views: 319
Re: blitting *itexture
To be honest, this explanation made things worse... This looks like you want to texture a plane mesh. Well, just do that. Create a plane mesh, set your texture in the matertial, render the plane. Should give you the results as shown above, assuming you use a texture scale of 2. Is that really what ...
- Fri Sep 09, 2011 8:32 am
- Forum: Beginners Help
- Topic: blitting *itexture
- Replies: 9
- Views: 319
Re: blitting *itexture
If you mean rendering many times different parts of a texture, you can use the draw2dimagebatch function. This takes one texture (atlas/sprite bank) and lets you render arbitrary parts defined via the rectangle list it also takes as parameter. Hi hybrid, I mean something like: http://i.imgur.com/Ig...
- Fri Sep 09, 2011 5:58 am
- Forum: Beginners Help
- Topic: blitting *itexture
- Replies: 9
- Views: 319
blitting *itexture
Good morning everybody, Does irrlicht have any sort of technique for grouping textures under one surface? When working with SDL or pygame you blit the images to a surface, so if you have a map of tiles you can add the images to that surface and only have to worry about bliting that surface to someth...
- Tue Jul 19, 2011 11:06 am
- Forum: Beginners Help
- Topic: Creating Smooth Movement
- Replies: 3
- Views: 312
Re: Creating Smooth Movement
Check out the follow spline animator, I believe this will give the results you want (if I understand correctly) http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_scene_manager.html#ab0c9d4ab88bbe2ad71623b1054a0c3ba You can feed it a set of points it should follow and the function will cr...
- Tue Jul 19, 2011 10:31 am
- Forum: Beginners Help
- Topic: Creating Smooth Movement
- Replies: 3
- Views: 312
Creating Smooth Movement
Hello Everybody, Thanks for taking the time to read this. I'm a bit new to game programming in general, though I've dabbled in it before but not very seriously. I just have a question more related as to how you would do something, not so much to solve it for me. When I move a node between lets say p...