Hi,
i don't think there's direct support for this in irrlicht. Under Windows you can use Sleep(time), under Linux usleep(time) to suspend the program for time in ms. You will have to calculate for how long you have to suspend the program each frame to achieve the wanted framerate.
Search found 17 matches
- Thu Oct 13, 2005 9:27 am
- Forum: Beginners Help
- Topic: setting the FPS
- Replies: 5
- Views: 422
- Tue Oct 11, 2005 10:42 pm
- Forum: Beginners Help
- Topic: function (irr::IrrlitchDevice *device);
- Replies: 5
- Views: 277
- Tue Oct 11, 2005 10:34 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Smoother stretching of 2D images in OpenGL
- Replies: 2
- Views: 1324
ok, a small update. I wanted to fill the entire window with a bitmap using CGUIImage as described above, but there was a one pixel wide border on the left and bottom, when creating the image like this:
g_gui->addImage(rect<s32>(0, 0, resolutionX-1, resolutionY-1));
after some playing around with ...
g_gui->addImage(rect<s32>(0, 0, resolutionX-1, resolutionY-1));
after some playing around with ...
- Tue Oct 11, 2005 9:56 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Smoother stretching of 2D images in OpenGL
- Replies: 2
- Views: 1324
Smoother stretching of 2D images in OpenGL
Hi,
today i started looking closer at the GUI of my game. IGUIImage is nice, but simply lacks scaling the image - I don't want a different image file for every resolution. Since there already is a overloaded version of draw2DImage in the VideoDriver, that can scale the image, changing GUIImage is ...
today i started looking closer at the GUI of my game. IGUIImage is nice, but simply lacks scaling the image - I don't want a different image file for every resolution. Since there already is a overloaded version of draw2DImage in the VideoDriver, that can scale the image, changing GUIImage is ...
- Tue Oct 11, 2005 4:23 pm
- Forum: Advanced Help
- Topic: Relative-, AbsoluteTransformation: being off-by-1-frame
- Replies: 1
- Views: 756
Relative-, AbsoluteTransformation: being off-by-1-frame
Hi,
I again have an issue with irrlicht not updating the AbsoluteTransformation of scenenodes for the rendering of the current frame. The core problem is basically the same I had with the updating of my camera, see: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=9175&highlight= . I just ...
I again have an issue with irrlicht not updating the AbsoluteTransformation of scenenodes for the rendering of the current frame. The core problem is basically the same I had with the updating of my camera, see: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=9175&highlight= . I just ...
- Tue Oct 11, 2005 9:23 am
- Forum: Beginners Help
- Topic: camera is shaking, or maybe the world is?
- Replies: 6
- Views: 1217
Good point, Guest. You're right, that it should behave exactly the same, no matter if you put it in your code after you setPosition(), setTarget() and setUpVector() or if you put it in the engine where I suggested.
But since this is neither documented anywhere (or maybe I just didn't find the doc ...
But since this is neither documented anywhere (or maybe I just didn't find the doc ...
- Tue Oct 11, 2005 12:46 am
- Forum: Beginners Help
- Topic: camera is shaking, or maybe the world is?
- Replies: 6
- Views: 1217
- Mon Oct 10, 2005 3:37 pm
- Forum: Beginners Help
- Topic: camera is shaking, or maybe the world is?
- Replies: 6
- Views: 1217
- Mon Oct 10, 2005 12:01 pm
- Forum: Beginners Help
- Topic: camera is shaking, or maybe the world is?
- Replies: 6
- Views: 1217
camera is shaking, or maybe the world is?
Hi,
i am writing a game where the camera (instance of ICameraSceneNode*) is looking down on the game board. I attached the camera movement to the mouse but instead of the camera's view angle being constant (the camera's direction is!) it shakes and jitters. The effect is more noticable when the ...
i am writing a game where the camera (instance of ICameraSceneNode*) is looking down on the game board. I attached the camera movement to the mouse but instead of the camera's view angle being constant (the camera's direction is!) it shakes and jitters. The effect is more noticable when the ...
- Mon Oct 10, 2005 8:19 am
- Forum: Beginners Help
- Topic: Simple event receiver questions
- Replies: 1
- Views: 243
- Wed Oct 05, 2005 11:19 pm
- Forum: Beginners Help
- Topic: Optimizing Irrlicht
- Replies: 2
- Views: 243
- Wed Oct 05, 2005 11:12 pm
- Forum: Advanced Help
- Topic: still stick at chess game
- Replies: 7
- Views: 789
- Mon Oct 03, 2005 7:32 pm
- Forum: Advanced Help
- Topic: still stick at chess game
- Replies: 7
- Views: 789
Hi,
i'm doing a game in which i have a map made out of squares (so pretty close to a chess board) and i also have to check at which square the mouse is pointing. so here is how i did it: my map is a plane at z=0 (makes the calculations simpler), i then create a ray from the eye through the screen at ...
i'm doing a game in which i have a map made out of squares (so pretty close to a chess board) and i also have to check at which square the mouse is pointing. so here is how i did it: my map is a plane at z=0 (makes the calculations simpler), i then create a ray from the eye through the screen at ...
- Fri Sep 30, 2005 5:20 pm
- Forum: Beginners Help
- Topic: multiple fonts using the gui
- Replies: 1
- Views: 227
just 5 minutes later i found the function that i overlooked:
Code: Select all
void IGUIStaticText::setOverrideFont(IGUIFont* font=0);- Fri Sep 30, 2005 5:08 pm
- Forum: Beginners Help
- Topic: multiple fonts using the gui
- Replies: 1
- Views: 227
multiple fonts using the gui
Hi,
i want to use different Fonts in my game. One way I could do that is load font1, font2, etc. and use font1->draw(...).
But is there a way to use the IGUI... stuff with multiple fonts? That's much nicer because irrlicht manages its rendering and the available controlelements are quite convenient ...
i want to use different Fonts in my game. One way I could do that is load font1, font2, etc. and use font1->draw(...).
But is there a way to use the IGUI... stuff with multiple fonts? That's much nicer because irrlicht manages its rendering and the available controlelements are quite convenient ...