I found the mistake.
When I created the Irrlicht library, I chose the wrong platform toolset.
Irrlicht was created with Win7.1SDK and I have selected Win8.1SDK, which is the default toolset of VisualStudio2017.
Fullscreen mode works under OpenGL and DirectX9 in all resolutions now.
Thanks for your ...
Search found 6 matches
- Sun Feb 25, 2018 7:50 am
- Forum: Beginners Help
- Topic: Problem with graphic devices under Windows 10 64 bit
- Replies: 2
- Views: 1026
- Sun Feb 18, 2018 8:46 pm
- Forum: Code Snippets
- Topic: Simple Imagebutton and StatusBar
- Replies: 0
- Views: 5217
Simple Imagebutton and StatusBar
Hi everybody,
here I would like to give you my old Statusbar and Imagebutton classes.
This is an extension for the irrlicht-gui.
This is easy to use, but it is not finale version.
It is more a simple test which is working.
First I will post the code here and then attach a zip file to this post with ...
here I would like to give you my old Statusbar and Imagebutton classes.
This is an extension for the irrlicht-gui.
This is easy to use, but it is not finale version.
It is more a simple test which is working.
First I will post the code here and then attach a zip file to this post with ...
- Sun Feb 18, 2018 12:06 pm
- Forum: Beginners Help
- Topic: Problem with graphic devices under Windows 10 64 bit
- Replies: 2
- Views: 1026
Problem with graphic devices under Windows 10 64 bit
Hi everyone,
I have a big problem with OpenGL and DirectX 9 graphics devices.
The problem is that I can not switch to full screenmode, if I set the parameter "structSrrlichtCreationParameters::fullscreen" to "true".
The window is set with a resolution of 1024x768 for the window mode.
I have set the ...
I have a big problem with OpenGL and DirectX 9 graphics devices.
The problem is that I can not switch to full screenmode, if I set the parameter "structSrrlichtCreationParameters::fullscreen" to "true".
The window is set with a resolution of 1024x768 for the window mode.
I have set the ...
- Sun Feb 18, 2018 1:50 am
- Forum: Beginners Help
- Topic: IGUIFont supported not user defined font for german umlauts
- Replies: 4
- Views: 1220
Re: IGUIFont supported not user defined font for german umla
Ok,
i have the irrlicht-sdk, the example-5 and the fonttool recomiled.
A new font created and with example-5 checked.
I took the same settings as you posted.
Now it's working.
Is something funny.
Ok, thanks for your help.
i have the irrlicht-sdk, the example-5 and the fonttool recomiled.
A new font created and with example-5 checked.
I took the same settings as you posted.
Now it's working.
Is something funny.
Ok, thanks for your help.
- Tue Feb 13, 2018 7:28 pm
- Forum: Beginners Help
- Topic: IGUIFont supported not user defined font for german umlauts
- Replies: 4
- Views: 1220
Re: IGUIFont supported not user defined font for german umla
Yes a bitmap font.
Here's the bitmap I'm using.
http://www.katersoft.de/images/ms_sans_serif_b9px0.bmp
here the xml-file:
<?xml version="1.0" encoding="UTF-16LE"?>
<font type="bitmap">
<Texture index="0" filename="ms_sans_serif_b9px0.bmp" hasAlpha="false" />
<c c=" " r="0, 0, 4, 13 ...
Here's the bitmap I'm using.
http://www.katersoft.de/images/ms_sans_serif_b9px0.bmp
here the xml-file:
<?xml version="1.0" encoding="UTF-16LE"?>
<font type="bitmap">
<Texture index="0" filename="ms_sans_serif_b9px0.bmp" hasAlpha="false" />
<c c=" " r="0, 0, 4, 13 ...
- Tue Feb 13, 2018 5:00 pm
- Forum: Beginners Help
- Topic: IGUIFont supported not user defined font for german umlauts
- Replies: 4
- Views: 1220
IGUIFont supported not user defined font for german umlauts
Hello everybody.
have a little question about IGUIFont.
When I load a font, which was created by the font tool, which included in Irrlicht-SDK, I can not spend German umlauts.
But if I do not load an external font and use the default font, which is created when irrlicht will initialized, than is ...
have a little question about IGUIFont.
When I load a font, which was created by the font tool, which included in Irrlicht-SDK, I can not spend German umlauts.
But if I do not load an external font and use the default font, which is created when irrlicht will initialized, than is ...