Search found 13 matches
- Sun Nov 18, 2012 4:18 pm
- Forum: Project Announcements
- Topic: IrrNaCl - Irrlicht port for Google Native Client
- Replies: 50
- Views: 24627
Re: IrrNaCl - Irrlicht port for Google Native Client
Hi, is it possible for IrrNaCl to grab the mouse from a Chrome window/tab, such as when using the built-in Irrlicht FPS camera or similar user-defined cameras? Yes NaCL allows doing this and there is an example explaining this. I've did not implement this feature in IrrNacl yet. Will this feature b...
- Tue Oct 30, 2012 5:35 am
- Forum: Project Announcements
- Topic: IrrNaCl - Irrlicht port for Google Native Client
- Replies: 50
- Views: 24627
Re: IrrNaCl - Irrlicht port for Google Native Client
Any instructions on building IrrNaCl? After installing and testing the NaCl SDK, I extracted the source (on Win7) to nacl_sdk\pepper_21\examples\irrnacl When I attempt to run make.bat, I get the following error: "In file included from CImageLoaderPNG.cpp:18: CReadFile.h:13:42: error: nacl-mount...
- Thu Oct 04, 2012 12:30 am
- Forum: Project Announcements
- Topic: IrrNaCl - Irrlicht port for Google Native Client
- Replies: 50
- Views: 24627
Re: IrrNaCl - Irrlicht port for Google Native Client
Hi, is it possible for IrrNaCl to grab the mouse from a Chrome window/tab, such as when using the built-in Irrlicht FPS camera or similar user-defined cameras?
- Sun Dec 06, 2009 9:54 pm
- Forum: Bug reports
- Topic: [fixed] Issue with collision
- Replies: 20
- Views: 3879
Yes, this method calls getSceneNodeFromRayBB internally, so would show similar problems. The method which seems to have made the change is getPickedNodeBB, which is used by all the other methods. Edit: Found the problem. It's the early out block in line 104, which does an object space test with isP...
- Thu Jan 22, 2009 10:42 pm
- Forum: Beginners Help
- Topic: Problems with Static Linking and Dev-C++
- Replies: 2
- Views: 421
Problems with Static Linking and Dev-C++
I am having trouble getting the Irrlicht examples (v1.5) to correctly compile and run with the Irrlicht library statically linked in Dev-C++ (in Windows Vista). As an example of this problem, if I open the Collision example (#7) by loading its "example.dev", I can compile and run successfu...
- Sun Jan 18, 2009 8:25 pm
- Forum: Beginners Help
- Topic: How do I grab the desktop resolution for Irrlicht?
- Replies: 3
- Views: 335
Thanks for the help. If I may post the solution to my own question, I got it working the following way (Irrlicht 1.5): > IrrlichtDevice *nulldevice = createDevice(video::EDT_NULL); > core::dimension2d<s32> deskres = nulldevice->getVideoModeList()->getDesktopResolution(); > nulldevice -> drop(); > Ir...
- Sun Jan 18, 2009 6:44 pm
- Forum: Beginners Help
- Topic: How do I grab the desktop resolution for Irrlicht?
- Replies: 3
- Views: 335
How do I grab the desktop resolution for Irrlicht?
I am looking to make my game automatically start in full-screen mode at the same screen resolution as the desktop (1440x900 on my machine, variable on others). On Windows, after including the Windows API, this can be used to create an fullscreen Irrlicht device at the Windows desktop resolution (ass...
- Sun Aug 13, 2006 12:06 pm
- Forum: Beginners Help
- Topic: Problem with addFileOpenDialog
- Replies: 0
- Views: 247
Problem with addFileOpenDialog
When I use addFileOpenDialog to enable the user to select a file in my Irrlicht application, it changes the current path if the user changes the path in the file selector. This causes problems, as my program requires the ability to load files from either a local or a global path. (i.e. loading a tex...
- Wed Jul 26, 2006 3:19 pm
- Forum: Beginners Help
- Topic: Resizing Irrlicht window
- Replies: 1
- Views: 180
Resizing Irrlicht window
When using Irrlicht in resizable windowed mode, i.e. using:
device->setResizeAble(true);
How can I find the new size of the Irrlicht window (the width and height)when it is resized?
device->setResizeAble(true);
How can I find the new size of the Irrlicht window (the width and height)when it is resized?
- Sun Jul 09, 2006 10:00 pm
- Forum: Beginners Help
- Topic: Using billboard nodes in Quake 3 Levels
- Replies: 3
- Views: 369
- Sun Jul 09, 2006 8:44 pm
- Forum: Beginners Help
- Topic: Using billboard nodes in Quake 3 Levels
- Replies: 3
- Views: 369
Using billboard nodes in Quake 3 Levels
When I use billboard scene nodes with Quake 3 levels (as with one of the Irrlicht demos), the billboards show through the Quake 3 level walls. This is fine for the demo (when the light ball thing is used to illuminate what is in front of the camera), but I want to be able to create fake 3D objects a...
- Fri Jul 07, 2006 9:58 pm
- Forum: Beginners Help
- Topic: Creating camera class
- Replies: 0
- Views: 183
Creating camera class
I'm trying to create my own camera class - inheriting from CCameraSceneNode. Incidentally, why is this needed to be done from CCameraSceneNode, as I was advised, and not ICameraSceneNode, which the former inherits? I'm trying to create the basic functionality of the built-in FPS camera, which I can ...
- Fri Jul 07, 2006 7:55 pm
- Forum: Beginners Help
- Topic: Mouse input when using Irrlicht Engine
- Replies: 1
- Views: 258
Mouse input when using Irrlicht Engine
Hi, I'm using Dev-C++ with Irrlicht engine. Naturally, I'm using C++... I was wondering what the best way would be to capture mouse input (left/right/middle button clicks, and mouse wheel input if possible) in an Irrlicht project. In particular, I'd like to capture mouse input from left, right and m...