gcc library? do you mean compiler? or are you talking about the irrlicht library files?
also, what's your OS?
Search found 17 matches
- Tue Jan 28, 2014 3:33 am
- Forum: Beginners Help
- Topic: Using irrlicht with the gcc compiler
- Replies: 3
- Views: 508
- Thu Dec 05, 2013 10:49 pm
- Forum: Beginners Help
- Topic: Irrlicht
- Replies: 6
- Views: 689
Re: Irrlicht
lightfeather is forked from irrlicht.
http://lightfeather.de/news.php
http://lightfeather.de/news.php
- Tue Nov 19, 2013 2:58 pm
- Forum: Beginners Help
- Topic: Setup Confusion with Code::Blocks
- Replies: 10
- Views: 3399
Re: Setup Confusion with Code::Blocks
the irrlichts template code in code blocks is severely outdated, that is the code. copy the code from here instead:
http://irrlicht.sourceforge.net/docu/example001.html
http://irrlicht.sourceforge.net/docu/example001.html
- Sun Nov 17, 2013 8:29 am
- Forum: Beginners Help
- Topic: overiding scroll wheel behavior
- Replies: 5
- Views: 500
Re: overiding scroll wheel behavior
alright then, I'll just inherit from the class and remove the function.
- Sat Nov 16, 2013 2:34 am
- Forum: Beginners Help
- Topic: overiding scroll wheel behavior
- Replies: 5
- Views: 500
Re: overiding scroll wheel behavior
sorry for not clarifying vary well, I'll simplify it as well as I can. I have a bunch of elements. all of them are children of the toolbar. When you scroll down while the mouse is over a IGUIComboBox it selects the next value returns true before it calls IGUIElement::OnEvent(event). Is it possible ...
- Fri Nov 15, 2013 2:57 am
- Forum: Beginners Help
- Topic: overiding scroll wheel behavior
- Replies: 5
- Views: 500
overiding scroll wheel behavior
So I have a toolbar(custom built,not the irrlicht one) with a scroll bar. I set up scrolling by setting the position of the scroll bar when the scroll wheel is moved in the OnEvent of the toolbar. But while I'm scrolling it will also scroll over the other elements(I try to scroll down while my mouse ...
- Thu Oct 31, 2013 2:35 pm
- Forum: Advanced Help
- Topic: Lighting quality on Obj models
- Replies: 30
- Views: 4445
Re: Lighting quality on Obj models
I havn't done it before but:
http://irrlicht.sourceforge.net/docu/example011.html
seems to be what your looking for.
http://irrlicht.sourceforge.net/docu/example011.html
seems to be what your looking for.
- Mon Oct 28, 2013 2:50 am
- Forum: Beginners Help
- Topic: IGUIEditBox not working well with parent
- Replies: 3
- Views: 332
Re: IGUIEditBox not working well with parent
well, the moral of the story is to try to reproduce the problem before posting on the forum because it revealed the problem...
I didn't call
on the classes parent.
I guess I'll do that next time before posting on the forums.
I didn't call
Code: Select all
return IGUIElement::OnEvent(event);I guess I'll do that next time before posting on the forums.
- Sun Oct 27, 2013 11:01 pm
- Forum: Beginners Help
- Topic: IGUIEditBox not working well with parent
- Replies: 3
- Views: 332
IGUIEditBox not working well with parent
I have a custom toolbar class with children tools, and within those tools are GUI elements. It's all been going well(buttons and check boxes are working as expected) but when I want to use an IGUIEditBox it won't work(it draws but won't interact when clicked on). But it will work if I leave it ...
- Wed Oct 16, 2013 12:18 am
- Forum: Beginners Help
- Topic: Help understanding Irrlicht[SOLVED]
- Replies: 2
- Views: 419
Re: Help understanding Irrlicht
ok, that makes more sense, thanks alot!
- Tue Oct 15, 2013 11:26 pm
- Forum: Beginners Help
- Topic: Help understanding Irrlicht[SOLVED]
- Replies: 2
- Views: 419
Help understanding Irrlicht[SOLVED]
I'm quite confused because
http://irrlicht.sourceforge.net/docu/classirr_1_1gui_1_1_i_g_u_i_window.html
shows that IGUIWindow is pure virtual, so how does:
addWindow (const core::rect< s32 > &rectangle, bool modal=false, const wchar_t *text=0, IGUIElement *parent=0, s32 id=-1)=0
from ...
http://irrlicht.sourceforge.net/docu/classirr_1_1gui_1_1_i_g_u_i_window.html
shows that IGUIWindow is pure virtual, so how does:
addWindow (const core::rect< s32 > &rectangle, bool modal=false, const wchar_t *text=0, IGUIElement *parent=0, s32 id=-1)=0
from ...
- Tue Oct 15, 2013 3:05 pm
- Forum: Beginners Help
- Topic: Repeat inside my application
- Replies: 5
- Views: 650
Re: Repeat inside my application
I havn't used IMetaTriangleSelectors yet but
I think you need to call this: metaSelector->removeAllTriangleSelectors
I think you need to call this: metaSelector->removeAllTriangleSelectors
- Tue Oct 15, 2013 12:11 am
- Forum: Beginners Help
- Topic: draw function argument inconsistencys
- Replies: 1
- Views: 270
draw function argument inconsistencys
I didn't really know where to post this because its not really a bug...
these two functions from IVideoDriver have an inconsistency in that draw2DRectangleOutlines rectangle is in the first argument and draw2DRectangles is in the second.
draw2DRectangleOutline (const core::recti &pos, SColor ...
these two functions from IVideoDriver have an inconsistency in that draw2DRectangleOutlines rectangle is in the first argument and draw2DRectangles is in the second.
draw2DRectangleOutline (const core::recti &pos, SColor ...
- Sun Oct 13, 2013 5:39 pm
- Forum: Beginners Help
- Topic: Custom GUI Element[SOLVED]
- Replies: 2
- Views: 428
Re: Custom GUI Element
well...
I declared it with the following:
changing "core::recti(0,0,0,0)" to "core::recti(0,0,10000,10000)" fixes it.
thanks for pointing me in the right direction.
I declared it with the following:
Code: Select all
Toolbar *MainBar = new Toolbar(guienv,guienv->getRootGUIElement(),-1,ToolbarName,core::recti(0,0,0,0));thanks for pointing me in the right direction.
- Sun Oct 13, 2013 2:15 am
- Forum: Beginners Help
- Topic: Which Physics engine
- Replies: 14
- Views: 2163
Re: Which Physics engine
well, I don't know much about it but if the game mechanics are 2d, then box2d should work.
If the mechanics are 3d then... ok I don't know. All I know about 3d ones is that physX is optimized towards nvidia graphics cards and bullet physics are generally used for movies instead of video games.
If the mechanics are 3d then... ok I don't know. All I know about 3d ones is that physX is optimized towards nvidia graphics cards and bullet physics are generally used for movies instead of video games.