Search found 5 matches

by ThomasCloneTHX1139
Sun May 10, 2026 10:24 pm
Forum: Beginners Help
Topic: Is it possible to alter a texture in real time on a pixel basis?
Replies: 4
Views: 52

Re: Is it possible to alter a texture in real time on a pixel basis?


You can also use the Irrlicht functions directly. Bascially - create an IImage and ITexture with same sizes and format. Work with the setPixel functions of IImage. Then as above use lock() on ITexture and lock() or getData on the IImage. Then copy the IImage data over to the texture. While that is ...
by ThomasCloneTHX1139
Sun May 10, 2026 1:08 pm
Forum: Beginners Help
Topic: Is it possible to alter a texture in real time on a pixel basis?
Replies: 4
Views: 52

Is it possible to alter a texture in real time on a pixel basis?

I want to obtain the effect of a virtual screen on which I can draw pixel by pixel while the program is running. At first, I tried following this naive approach:


// The virtual screen is created, one pixel at a time
for (x=0; x<VIRTUAL_SCREEN_WIDTH; x++)
{
for (y=0; y<VIRTUAL_SCREEN_HEIGHT; y ...
by ThomasCloneTHX1139
Tue Aug 15, 2023 2:37 pm
Forum: Beginners Help
Topic: How do I make objects attached to the camera never change their apparent size when I change the FOV?
Replies: 8
Views: 2985

Re: How do I make objects attached to the camera never change their apparent size when I change the FOV?

It worked. I didn't even have to touch the position and rotation of the second camera, because I attached the HUD to the second camera, so, even if the camera doesn't move, the HUD is always displayed correctly.
by ThomasCloneTHX1139
Sun Aug 13, 2023 2:35 pm
Forum: Beginners Help
Topic: How do I make objects attached to the camera never change their apparent size when I change the FOV?
Replies: 8
Views: 2985

How do I make objects attached to the camera never change their apparent size when I change the FOV?

I'm making a HUD for a space game. I'm taking inspiration from The Last Starfighter (see https://youtu.be/hafnDoApzpY?t=36 ), so the radar and attitude of the spaceship are represented by 3D spheres, attached to the camera node as children, which match the rotation of the camera.

I've implemented ...