Other than rendering your HUD into a texture when it changes and displaying that texture every frame: no.
The 2D overlays are rendered over the 3D scene. Since the 3D scene is rendered first, the HUD will have been overwritten.
Search found 44 matches
- Thu Aug 18, 2005 6:19 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Q3A now under the GPL
- Replies: 15
- Views: 1063
- Thu Aug 18, 2005 6:14 pm
- Forum: Beginners Help
- Topic: Text Parser Advanced
- Replies: 9
- Views: 432
- Thu Aug 18, 2005 6:03 pm
- Forum: Advanced Help
- Topic: sync: OnPreRender/OnPostRender, lights, camera, action!
- Replies: 2
- Views: 422
Inside LightHolder::OnPostRender I make the camera look at its target (around 0,0,Z), and set the position of LightHolder (definatly lazy, probably bad, don't think it's the problem) Read that again. You say you update the camera rotation and the light's position AFTER rendering the scene. Presumab...
- Thu Aug 18, 2005 5:52 pm
- Forum: Advanced Help
- Topic: 360 spherical camera
- Replies: 16
- Views: 2257
I think the standard way to do reflection maps is to render to a cubemap. You still have to render 6 times to render that cubemap, but it's doable, and you probably don't need to render with as much detail as you need for the final scene. After all, the reflection map will be distorted by the reflec...
- Mon Aug 15, 2005 5:25 pm
- Forum: Advanced Help
- Topic: Complete locking of frame rate
- Replies: 9
- Views: 795
No. Well, not a precise way, anyway. And not easy either. What you'd need to do is calculate how long everything else has taken and then sleep for the rest of the time slice. But you won't get precise timing that way, because of latency in swapping buffers (which likely depends on the specific harwa...
- Mon Aug 15, 2005 5:17 pm
- Forum: Advanced Help
- Topic: 360 spherical camera
- Replies: 16
- Views: 2257
- Sun Nov 21, 2004 6:03 pm
- Forum: Advanced Help
- Topic: smgr->drawAll() causes illegal operation
- Replies: 17
- Views: 1403
- Sun Nov 21, 2004 9:56 am
- Forum: Beginners Help
- Topic: my code doesnt work
- Replies: 6
- Views: 470
Hmmm. I think a little explanation of functions and function pointers is in order here... When you write: while(device->run) What you are doing is checking if a pointer is unequal to 0 - the pointer to the binary code of the run() function. Function pointers are written as the name of the function w...
- Sun Nov 21, 2004 9:46 am
- Forum: Beginners Help
- Topic: c++ error on arrays and pointers.
- Replies: 7
- Views: 421
unita[numunita] = smgr->addAnimatedMeshSceneNode(rakermesh); and numunita was an int. am i able to use a variable inside the pointer? Yes you can use a variable for that. But you need to make sure your variable has a correct value. You need to initialise it to 0 before you first use it - and you ne...
- Sat Nov 20, 2004 11:40 am
- Forum: Beginners Help
- Topic: Quick question on Polymorphism...
- Replies: 1
- Views: 244
- Thu Nov 11, 2004 7:03 pm
- Forum: Advanced Help
- Topic: OpenXDK
- Replies: 20
- Views: 2125
I may be wrong here, but if I understand correctly, the PS/2 3D hardware works differently than OpenGL and DirectX.
Doesn't mean it's impossible to port to that type of hardware, but it'll be a lot of work - and presumably 3D is the main attraction of Irrlicht in this, so you can't really ignore it.
Doesn't mean it's impossible to port to that type of hardware, but it'll be a lot of work - and presumably 3D is the main attraction of Irrlicht in this, so you can't really ignore it.
- Wed Nov 10, 2004 9:18 am
- Forum: Advanced Help
- Topic: the difference between 360 and 0 ???
- Replies: 10
- Views: 1073
- Wed Nov 10, 2004 8:46 am
- Forum: Beginners Help
- Topic: How to convert between Irrlicht-string to c string
- Replies: 4
- Views: 541
- Sun Oct 31, 2004 4:31 pm
- Forum: Beginners Help
- Topic: need help,same error over and over.
- Replies: 3
- Views: 293