Search found 38 matches
- Sun Apr 20, 2008 9:35 pm
- Forum: Beginners Help
- Topic: multiple openGL irrlichtDevice
- Replies: 42
- Views: 29793
Did anyone manage to actually receive mouse and keyboard events within the Irrlicht widget created like this? The redefinition of some virtual methods of QWidget is the standard way to implement it, as in the code above. But it doesn't seem to be working. Namely, virtual void keyPressEvent ( QKeyEve...
- Sat Apr 19, 2008 6:57 am
- Forum: Bug reports
- Topic: [added]Embedded Window on X11
- Replies: 13
- Views: 2008
Cyberwan, did you manage to actually receive mouse and keyboard events within the Irrlicht widget created like this? The standard way to handle this with Qt is to redefine virtual void keyPressEvent ( QKeyEvent * event ) virtual void keyReleaseEvent ( QKeyEvent * event ) virtual void mousePressEvent...
- Wed Aug 01, 2007 1:43 am
- Forum: Code Snippets
- Topic: Embedded Web browser on an Irrlicht poly - example with src
- Replies: 22
- Views: 16626
- Sat Jul 28, 2007 4:01 am
- Forum: Code Snippets
- Topic: Embedded Web browser on an Irrlicht poly - example with src
- Replies: 22
- Views: 16626
- Sat Jul 14, 2007 2:36 am
- Forum: Code Snippets
- Topic: Embedded Web browser on an Irrlicht poly - example with src
- Replies: 22
- Views: 16626
callump,
You may find interesting how LLMozLib was integrated within Ogre by another team:
http://www.ogre3d.org/phpBB2/viewtopic.php?t=32384
Good inspiration for a similar Irrlicht integration!
You may find interesting how LLMozLib was integrated within Ogre by another team:
http://www.ogre3d.org/phpBB2/viewtopic.php?t=32384
Good inspiration for a similar Irrlicht integration!
- Fri Mar 30, 2007 2:08 am
- Forum: Bug reports
- Topic: getSceneNodeFromScreenCoordinatesBB( ) problems in 1.3
- Replies: 4
- Views: 535
Vitek,
As I said in the post above, if I do
Then it works. But isn't this redundant? I mean, this completely invalidates the purpose of the bitmask on getSceneNodeFromScreenCoordinatesBB.
Before (with Irrlicht 1.2) it was working fine and now it isn't.
As I said in the post above, if I do
Code: Select all
if (selectedNode->getID() == 8)
Before (with Irrlicht 1.2) it was working fine and now it isn't.
- Thu Mar 29, 2007 4:13 am
- Forum: Bug reports
- Topic: getSceneNodeFromScreenCoordinatesBB( ) problems in 1.3
- Replies: 4
- Views: 535
getSceneNodeFromScreenCoordinatesBB( ) problems in 1.3
I've been using Irrlicht for about one year and just updated from 1.2 to 1.3. With irrlicht 1.2 I had a part of my code where a node should be picked. Simplified version: scene::ISceneNode* selectedNode = NULL; scene::ISceneNode* nodeToPick = (assign correctly the node, which is displayed with no pr...
- Fri Feb 09, 2007 2:34 am
- Forum: Game Programming
- Topic: Clone element trough scripting
- Replies: 4
- Views: 1516
Vitek, please ignore my last post. I just had a look at http://irrlicht.sourceforge.net/docu/cl ... r.html#a64
Many thanks, problem (kind of) solved!
Many thanks, problem (kind of) solved!
- Fri Feb 09, 2007 2:24 am
- Forum: Game Programming
- Topic: Clone element trough scripting
- Replies: 4
- Views: 1516
- Thu Feb 08, 2007 8:46 pm
- Forum: Game Programming
- Topic: wrong mapping import from 3dsmax
- Replies: 12
- Views: 4833
A few thoughts about exporting models from 3DSMax: - For whatever reason, the .X format seems to be more compatible than .3ds. I believe this is due to the openness of the .X format, while .3ds is proprietary of Autodesk and closed (the technical references on which most importers were based are rev...
- Thu Feb 08, 2007 1:26 am
- Forum: Game Programming
- Topic: Clone element trough scripting
- Replies: 4
- Views: 1516
Clone element trough scripting
I need to replicate a certain node many times (maybe hundreds) and place it on the scene in positions and rotations determined by a function. It would be great to have a scripting function like cloneNodeFromName("NodeName") for that effect. Is there another way to do it at this moment?
- Tue Dec 05, 2006 7:58 pm
- Forum: Beginners Help
- Topic: Change device render size
- Replies: 2
- Views: 617
Vitek, First let me sincerely thank you for always finding time to answer to rookies like me. People like you, hybrid, bitplane, acki, spintz and others are the reason why so many newbies keep using Irrlicht and sometimes actually develop interesting projects. Many thanks! And let's not forget Niko....
- Tue Dec 05, 2006 1:21 am
- Forum: Beginners Help
- Topic: Change device render size
- Replies: 2
- Views: 617
Change device render size
I have 3 viewports, two of which are much smaller than the third. The device is much bigger than the small viewports, but whenever I render them what's actually displayed is a resize of the full version render. This kills my performance and affects the placement of GUI elements! Is there a way to ch...
- Sat Dec 02, 2006 5:04 am
- Forum: Beginners Help
- Topic: Render to viewport
- Replies: 1
- Views: 285
Render to viewport
I have three cameras each one associated to one viewport in my application. I need to update one of them on every cycle and the other two only once in a while. How to do it? There's only one scene manager in the device. At this moment I can only update all the viewports at once, which kills my frame...
- Sat Dec 02, 2006 4:57 am
- Forum: Beginners Help
- Topic: setProjectionMatrix problem in Irrlicht 1.2
- Replies: 6
- Views: 513
Why would you attempt to set zNear or zFar to a negative number? Because this way when you move the mouse (change the camera angle) the slice of the scene rendered comprises a dept between zNear and zFar with a neat effect! If I put a positive value for zNear the meshes are chopped. Try by yourself...