Hi,
I asked wxWidgets libs size to compare with Qt libs once included in project.
For me including Qt (similar to wx for some aspects) is the same : 34 Mb.
Same with Qt , irrlicht loop inside Qt loop ..
Search found 42 matches
- Tue Nov 29, 2011 3:45 pm
- Forum: Bug reports
- Topic: (no bug) Prob. when IRRlicht is used with wxWidget
- Replies: 9
- Views: 4015
- Mon Nov 28, 2011 8:44 am
- Forum: Bug reports
- Topic: (no bug) Prob. when IRRlicht is used with wxWidget
- Replies: 9
- Views: 4015
Re: (no bug) Prob. when IRRlicht is used with wxWidget
What is the size of the wxwidgets related libraries once included ?
- Tue Aug 30, 2011 10:00 am
- Forum: Advanced Help
- Topic: qt + irrlicht : fonts not showing (neither static text).
- Replies: 6
- Views: 1009
Re: qt + irrlicht : fonts not showing (neither static text).
statictext not a viable alternative.
edit: statictext is working fine.
Problem seems related to how qt deals with initializations.
irr::gui::font gives problems in a qt contest being initialized in a loop (at render time) ?
Anyone ?
edit: statictext is working fine.
Problem seems related to how qt deals with initializations.
irr::gui::font gives problems in a qt contest being initialized in a loop (at render time) ?
Anyone ?
- Mon Aug 29, 2011 10:53 pm
- Forum: Advanced Help
- Topic: qt + irrlicht : fonts not showing (neither static text).
- Replies: 6
- Views: 1009
Re: qt + irrlicht : fonts not showing (neither static text).
edit: Now statictext behaves properly , I wonder if I can use IGUIStaticText in place of font->draw ? Are you sure you're calling guiEnv->drawAll() in between beginScene() and endScene() ? This is all the render loop . void QIrrlichtWidget::paintEvent( QPaintEvent *event ) { if( m_IrrDevice == 0...
- Mon Aug 29, 2011 9:30 pm
- Forum: Advanced Help
- Topic: qt + irrlicht : fonts not showing (neither static text).
- Replies: 6
- Views: 1009
Re: qt + irrlicht : fonts not showing (neither static text).
guienv->DrawAll(); I call it in paintEvent( QPaintEvent *event ) , so that is excluded from possible causes. guienv->setSkin(skin); Just tested and it doesn't solve the problem, excluded. I guess it might have to do with the Window ID for creating the native rendering context createParams.Windo...
- Mon Aug 29, 2011 4:05 pm
- Forum: Advanced Help
- Topic: qt + irrlicht : fonts not showing (neither static text).
- Replies: 6
- Views: 1009
qt + irrlicht : fonts not showing (neither static text).
I am embedding irrlicht in qt trough window id parameter passing. Everything works excellent, but fonts not showing up. I managed to have statictext showing a couple of times , but now it is off .. Do you spot any error in this initialization procedure ? irr::SIrrlichtCreationParameters createPa...
- Fri Aug 26, 2011 7:33 am
- Forum: Advanced Help
- Topic: in game switch to fullscreen , how to ?
- Replies: 17
- Views: 2285
Re: in game switch to fullscreen , how to ?
ok , thanks hybrid I'll test some more.
I would be curious to discuss more the 'qt directx/opengl widget window id' thing if someone is in the mood.
I would be curious to discuss more the 'qt directx/opengl widget window id' thing if someone is in the mood.
- Thu Aug 25, 2011 4:58 pm
- Forum: Advanced Help
- Topic: in game switch to fullscreen , how to ?
- Replies: 17
- Views: 2285
Re: in game switch to fullscreen , how to ?
ok thanks. this kind of work . I am having a problem with Linux not going back to previous screen resolution once I switch back from fullscreen . device->closedevice() looks like giving troubles in this contest though, so I avoid using it. #include <irrlicht.h> #include <stdio.h> #include <stdlib.h>...
- Thu Aug 25, 2011 3:23 pm
- Forum: Advanced Help
- Topic: in game switch to fullscreen , how to ?
- Replies: 17
- Views: 2285
Re: in game switch to fullscreen , how to ?
How do you do that ?Also opening and closing Irrlicht devices is no problem with just one thread
[EDIT] updated code later , this goes
Code: Select all
- Thu Aug 25, 2011 9:18 am
- Forum: Advanced Help
- Topic: in game switch to fullscreen , how to ?
- Replies: 17
- Views: 2285
Re: in game switch to fullscreen , how to ?
Maybe not too complex to achieve after all.i can't belive it's that damn complex in DX it's only two damn lines is it open gl that screw up the thing?
It might be a drivers related problem with different video cards.
Not sure where to start looking in source files , apart device related ones.
- Thu Aug 25, 2011 12:04 am
- Forum: Advanced Help
- Topic: in game switch to fullscreen , how to ?
- Replies: 17
- Views: 2285
Re: in game switch to fullscreen , how to ?
http://blueskin.posterous.com/creating-a-dx-widget-using-qt This is the only reference material I was able to find googleing for 'qt directx' . It adheres to the 'window id' system. I am afraid such system might be prone to risks.. not sure though. Easiest would be to serialize your scene, quit the...
- Wed Aug 24, 2011 8:40 pm
- Forum: Advanced Help
- Topic: in game switch to fullscreen , how to ?
- Replies: 17
- Views: 2285
Re: in game switch to fullscreen , how to ?
i create an irrlicht rendering context in a window i create with qt ... my question is: what are the draw backs to this method i am using? You can not use directx acceleration on qt widgets , and also opengl might be troublesome I kind of remember. Or .. are you embedding by window id , not sure ab...
- Wed Aug 24, 2011 2:58 pm
- Forum: Advanced Help
- Topic: in game switch to fullscreen , how to ?
- Replies: 17
- Views: 2285
in game switch to fullscreen , how to ?
How do I switch ,back and forth , to fullscreen in game ?
- Mon Jul 04, 2011 9:35 pm
- Forum: Code Snippets
- Topic: LLQTWEBKIT and Irrlicht ( ubrowser ) browser inside irrlicht
- Replies: 0
- Views: 1517
LLQTWEBKIT and Irrlicht ( ubrowser ) browser inside irrlicht
When I run the application I get an empty window , completely absent window , but I can see the window caption .. I dled LLQTWEBKIT : http://wiki.secondlife.com/wiki/LLQtWebKit Note: LLMOZLIB has been renamed to LLQTWebKit .. I made some changes to a file from a forum's thread (ubrowser and irrlicht...
- Sat Jun 25, 2011 9:12 am
- Forum: Advanced Help
- Topic: [Resolved]GL_INVALID_OPERATION, Could not glTexImage2D
- Replies: 2
- Views: 1984