Search found 22 matches

by loonychewy
Mon Nov 10, 2008 12:14 am
Forum: Code Snippets
Topic: Unity builds for Irrlicht
Replies: 3
Views: 2203

Unity builds for Irrlicht

Hi,

This may be something interesting for those who compile Irrlicht frequently, or otherwise have large projects to handle.

I've been experimenting with using unity builds to speed up compilation times, and here's what I get with my (old) machine, and the unmodified Irrlicht 1.4.2 source, full ...
by loonychewy
Sun Apr 27, 2008 11:38 pm
Forum: Project Announcements
Topic: Textured GUI skin
Replies: 29
Views: 15441

I've recently made a minor modification to dynamically change the skin texture alpha accordingly when the skin colour changes.

Because the texture already have some transparent regions, and I only want to change the alpha of those non-transparent regions, I can only do it pixel by pixel, testing it ...
by loonychewy
Sun Mar 02, 2008 4:37 am
Forum: Project Announcements
Topic: Textured GUI skin
Replies: 29
Views: 15441

Hi sp00n, sorry for the delayed response. Let me just call it unimplemented :-P The alpha channel in the texture is supported, but dynamically varying the gui's transparency is not yet implemented.
by loonychewy
Fri Dec 21, 2007 7:46 am
Forum: Project Announcements
Topic: Textured GUI skin
Replies: 29
Views: 15441

I've just updated it to alpha 0.3, to be compatible with Irrlicht 1.4. Get it from my link in the first post.

Namek Kural:
My checkbox is large cos there's a lot of empty space in the texture :P Anyway, you can feel free to alter the xml to match your own texture.
Your texture is nice! Can I ...
by loonychewy
Sun Dec 16, 2007 8:23 am
Forum: Project Announcements
Topic: Textured GUI skin
Replies: 29
Views: 15441

Unfortunately, I've not been updating it with the Irrlicht 1.4 due to a lack of time ( pLoonyChewy->GenerateExcuses(100) ) There're some API changes to the GUI sub-system in 1.4. If you or anyone else is interested, I can do an update to it :)

You may already know, there're also a couple of equally ...
by loonychewy
Thu Dec 13, 2007 2:42 pm
Forum: Project Announcements
Topic: Textured GUI skin
Replies: 29
Views: 15441

Namek Kural wrote: I love you! (You're German right? Wie ist's denn so in Singapur?)
May I ask who is the "you" you are referring to? :D
by loonychewy
Wed May 30, 2007 10:59 am
Forum: Project Announcements
Topic: Little Teaser...
Replies: 8
Views: 2374

Just saw this and realised I did not update the links here after refreshing my site... Did that now, and here's the direct link The zip download should be okay too :-)


Please do! The person's site is 404 for the zip download and the screenshot links have expired from the forum thread by the looks ...
by loonychewy
Sun Jan 28, 2007 9:42 pm
Forum: Project Announcements
Topic: Textured GUI skin
Replies: 29
Views: 15441

BlindSide, as ITexture doesn't provide the texture dimension, the only way I'm aware of is to load the texture file as an IImage, and then use IImage::getDimension(). But I'm not so sure what's the ease of use you're trying to achieve. Would you mind elaborating?
by loonychewy
Sun Jan 28, 2007 6:13 am
Forum: Project Announcements
Topic: Textured GUI skin
Replies: 29
Views: 15441

Sudi:
I use IVideoDriver::draw2DImage (ITexture*, const rect<s32> &destRect, const rect<s32> &sourceRect, const rect<s32>, SColor, bool) , where parameter destRect specifies the destination coordinates, and sourceRect specifies the source (texture's) coordinates. The image is automatically stretched ...
by loonychewy
Tue Jan 23, 2007 1:49 pm
Forum: Project Announcements
Topic: Textured GUI skin
Replies: 29
Views: 15441

Added in tab control, as well as check box. Download link in the first post.

Note that check box drawing is done by check box itself, not by IGUISkin, hence, I added in a check in the skin to detect if the sunken pane is a check box, and draw it if so. Not a very clean way, and the default tick ...
by loonychewy
Fri Jan 19, 2007 6:00 am
Forum: Project Announcements
Topic: Textured GUI skin
Replies: 29
Views: 15441

very nice! :)
some comments-
Thanks :D

I don't think you should do removeTexture(), in case some materials use the same texture. also, since you are holding a pointer to the texture, you should call pSkinTexture->grab() when you load it and pSkinTexture->drop() when you are finished, so if ...
by loonychewy
Thu Jan 18, 2007 7:24 am
Forum: Project Announcements
Topic: Textured GUI skin
Replies: 29
Views: 15441

I've cleaned up the code. You can find the links to it at the end of my first post.

Note that there's still a couple of uncompleted stuffs like tab button/body, etc that I'm still working on. I'll be glad to get comments, bug reports and patches if anyone have any. :)
by loonychewy
Sat Jan 13, 2007 3:11 pm
Forum: Project Announcements
Topic: Textured GUI skin
Replies: 29
Views: 15441

Textured GUI skin

Thought I'll just share a quick peep of what I'm doing recently:

(Note: Please go to the link below for the screenshot)

That's a GUI skin using an external texture. The texture coordinates are specified in a xml file. The skin I'm using here was created from scratch using photoshop.

It is still ...
by loonychewy
Sun Nov 26, 2006 11:54 pm
Forum: Advanced Help
Topic: How to rock object on the waves?
Replies: 9
Views: 1154

Hope this helps:
/**
File: WaterFloatingAnimator.h
Purpose: This WaterFloatingAnimator animates a scene node as though it is floating on water
created using Irrlicht's water scene node.
*/

#ifndef WATER_FLOATING_ANIMATOR_H
#define WATER_FLOATING_ANIMATOR_H


#include "../../include/irrlicht.h ...
by loonychewy
Thu Nov 23, 2006 10:46 pm
Forum: Bug reports
Topic: TAB and ESC in CGUIEditBox
Replies: 2
Views: 455

TAB and ESC in CGUIEditBox

When TAB and ESC are pressed while typing in the edit box, a square box is added for these non-printable characters. This can be easily observed using the UserInterface example in the SDK. I have not found any other non-printable characters which are similar displayed.

The simple and obvious fix is ...