Oh, and to get the keys working properly i did this:
in file CIrrRocketEventReceiver.cpp replaced this part
else if (event.EventType == irr::EET_KEY_INPUT_EVENT)
{
...
...
}
with
else if (event.EventType == irr::EET_KEY_INPUT_EVENT)
{
int mod = 0;
if (event.KeyInput.Shift)
mod ...
Search found 2 matches
- Sat Sep 01, 2012 2:12 pm
- Forum: Game Programming
- Topic: The libRocket GUI library
- Replies: 34
- Views: 33418
- Sat Sep 01, 2012 2:06 pm
- Forum: Game Programming
- Topic: The libRocket GUI library
- Replies: 34
- Views: 33418
Re: The libRocket GUI library
Following your idea we can do this for both opengl and directx without modifying irrlicht sources!
Include the headers
IrrRocketRenderer.cpp
#include <d3d9.h>
#include <GL/gl.h>
then replaced the Enable and SetScissorRegion functions
IrrRocketRenderer.cpp
void IrrRocketRenderer ...
Include the headers
IrrRocketRenderer.cpp
#include <d3d9.h>
#include <GL/gl.h>
then replaced the Enable and SetScissorRegion functions
IrrRocketRenderer.cpp
void IrrRocketRenderer ...