Search found 673 matches
- Thu Mar 17, 2011 11:47 am
- Forum: Bug reports
- Topic: Fullscreen (focus?) problems in 1.6 [update: and with 1.7.2]
- Replies: 32
- Views: 5412
Ok ok ok. The following procedure is currently reproducing the bug for me - or at least a bug that appears similar... Can anyone please confirm this does indeed reproduce the bug for them? (try it a few times - at least once it *hasn't* reproduced the effect, but most of the time it seems to) Using ...
- Wed Mar 16, 2011 11:09 pm
- Forum: Bug reports
- Topic: Fullscreen (focus?) problems in 1.6 [update: and with 1.7.2]
- Replies: 32
- Views: 5412
- Wed Mar 16, 2011 8:51 pm
- Forum: Bug reports
- Topic: Fullscreen (focus?) problems in 1.6 [update: and with 1.7.2]
- Replies: 32
- Views: 5412
No, though actually this problem has occurred in windowed mode too... (and the window just freezes and no rendering occurs)... Yet input still works (i.e. I can move the mouse + select menu items in my game), just rendering has frozen. and this is only on Linux, I think the Windows problem I had may...
- Wed Mar 16, 2011 8:02 pm
- Forum: Bug reports
- Topic: Fullscreen (focus?) problems in 1.6 [update: and with 1.7.2]
- Replies: 32
- Views: 5412
Unless I speak too soon, it seems to me commenting out glXSwapBuffers(X11Display, Drawable); in COpenGLDriver::endScene causes a similar effect... Are there any situations glXSwapBuffers could fail and thus be causing my problem? I notice some glX docs say glXSwapBuffers can give some errors, but I'...
- Wed Mar 16, 2011 4:42 pm
- Forum: Bug reports
- Topic: Fullscreen (focus?) problems in 1.6 [update: and with 1.7.2]
- Replies: 32
- Views: 5412
*bump* I've finally got around to looking at this again. And I've managed to reproduce the problem on 1.7.2, in the example apps. So the problem still seems to be there, and is not in my own code. See the example below. I have encountered the problem using that exact code. It's quite rare though, it...
- Wed Mar 16, 2011 10:05 am
- Forum: Project Announcements
- Topic: Puzzle Moppet (source released)
- Replies: 63
- Views: 34274
Hm, Your levels look like what I would want in my game. what did you use to make/texture your assets(like the ground block). Any shaders used to give them a nicer look? Blocks are just simple unit cubes, but with curved overhanging sides. The overhang extends beyond the unit cube, but curves downwa...
- Tue Mar 15, 2011 7:15 pm
- Forum: Project Announcements
- Topic: Puzzle Moppet (source released)
- Replies: 63
- Views: 34274
- Sat Mar 12, 2011 8:12 pm
- Forum: Game Programming
- Topic: what do you use to create your thoughts on real?
- Replies: 8
- Views: 2143
I use an A4 lined notepad mostly... for scrawling thoughts, psuedocode of more complex algorithms, initial description of classes/methods. and lately my more solid design consists of creating an interface (IWhatever, as in Irrlicht), then making use of this interface in my project. Then only when I'...
- Thu Mar 10, 2011 4:14 pm
- Forum: Beginners Help
- Topic: template class vs abstract base. which designs???
- Replies: 10
- Views: 579
Well, I'd use templates, since it saves deriving a new class for every type. In my engine I have a Variant class inspired by this one (back when it was zlib not gpl..): http://trac.rtmpd.com/browser/trunk/sources/common/include/utils/misc/variant.h http://trac.rtmpd.com/browser/trunk/sources/common/...
- Thu Mar 10, 2011 2:32 pm
- Forum: Beginners Help
- Topic: anyone have mingw irrlicht 1.6.1 with DX9 ?
- Replies: 3
- Views: 239
- Thu Mar 10, 2011 12:06 pm
- Forum: Beginners Help
- Topic: anyone have mingw irrlicht 1.6.1 with DX9 ?
- Replies: 3
- Views: 239
anyone have mingw irrlicht 1.6.1 with DX9 ?
Hello,
Yes I know there are various instructions for building Irrlicht with DX9...
But does anyone have Irrlicht 1.6.1 (or 1.6) ready built with DX9 to save me the effort?
(I specifically need 1.6 or preferably 1.6.1 so can't use the nightly builder..)
Yes I know there are various instructions for building Irrlicht with DX9...
But does anyone have Irrlicht 1.6.1 (or 1.6) ready built with DX9 to save me the effort?
(I specifically need 1.6 or preferably 1.6.1 so can't use the nightly builder..)
- Thu Mar 10, 2011 12:02 pm
- Forum: Everything 2d/3d Graphics
- Topic: which nose v2.0
- Replies: 14
- Views: 2698
- Wed Mar 09, 2011 8:00 pm
- Forum: Everything 2d/3d Graphics
- Topic: which nose v2.0
- Replies: 14
- Views: 2698
- Wed Mar 09, 2011 1:00 pm
- Forum: Everything 2d/3d Graphics
- Topic: which nose v2.0
- Replies: 14
- Views: 2698
- Wed Mar 09, 2011 11:52 am
- Forum: Everything 2d/3d Graphics
- Topic: which nose v2.0
- Replies: 14
- Views: 2698