Search found 38 matches

by QuantumLeap
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...
by QuantumLeap
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...
by QuantumLeap
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

Bob,

Thanks for your suggestion. It was indeed a problem with /MD :oops:

now, I have built the library but can't include it in my project since Irrlicht requires /MD and llmozlib is a static lib thus asking /MT.

How to solve this?

Thanks
by QuantumLeap
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

Bob, many thanks for the step-by-step compile instructions for llmozlib! But I'm still having a problem. I compiled the library the way you suggest, with success. But when I try to run Callum's test app there's a linking error: 1>msvcprt.lib(MSVCP80.dll) : error LNK2005: "public: __thiscall std...
by QuantumLeap
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!
by QuantumLeap
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

Code: Select all

if (selectedNode->getID() == 8) 
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.
by QuantumLeap
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...
by QuantumLeap
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!
by QuantumLeap
Fri Feb 09, 2007 2:24 am
Forum: Game Programming
Topic: Clone element trough scripting
Replies: 4
Views: 1516

You could load you .irr file, run a little bit of code on it and then write out a new .irr file with the changes
OK, I'm perfectly capable of reproducing a node within irrlicht and have it displayed. but how to save a .irr file from there?
by QuantumLeap
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...
by QuantumLeap
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?
by QuantumLeap
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....
by QuantumLeap
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...
by QuantumLeap
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...
by QuantumLeap
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...