Hehe, your OnEvent was fine. I was just confused because you added a tab before "return false;" so it looked like it's inside the if.
Your real problem is about the warning. It tries to convert "&eReceiver" to a bool because you pass it in the wrong place. You dropped one of the bools accidentally.
mimicing retro dungeon crawler UI (RTT?)
Re: mimicing retro dungeon crawler UI (RTT?)
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Re: mimicing retro dungeon crawler UI (RTT?)
I did?
right.. stencil shadows.
also: the added tab is, as mentioned right from tutorial 04 - it's bad style and I propose a slight update to it (I could rewrite the tutorials if you want, I noticed a few problems across the board - for one tutorial 16, quake 3 shaders uses an incorrect dumpshaders call - it requires 3 parameters and only 1 is provided and errs out on compilation).
specifically this call (it was commented out but the note above said to enable it if you want to dump shaders to stdout):
Probably the problem with most tutorials is that they're old and some interfaces have changed in subtle manners, add some general issues with the code such as the event receiver I copied having inconsistent coding conventions and we can arrive at some cleanup being beneficial.
in any case, that was indeed the case. very subtle indeed (what with a function of type bool always being possible to substitute a boolean variable for, it won't ever give an error).
movement now works (time to add a timer to prevent the player from racing through the dungeon, movement is in increments of tiles and being able to move hundreds of times per second is... too much (specifically about FPS times per second, on this relatively weak machine that's 480-600moves/second - 200ms cooldown seems reasonable, that's 8 moves/second at max speed)
right.. stencil shadows.
Code: Select all
IrrlichtDevice* iDevice = createDevice(EDT_OPENGL, res, 32, fullscreen, false, vsync, &eReceiver);
specifically this call (it was commented out but the note above said to enable it if you want to dump shaders to stdout):
Code: Select all
quake3::dumpShader ( Shader );
Code: Select all
quake3::dumpShader( core::stringc & dest, const IShader * shader, bool entity = false)
//I'd wager the appropriate call would be for a filename, the shader in question, and a boolean.. perhaps
quake3::dumpShader("dump/shader.txt", Shader, false);
movement now works (time to add a timer to prevent the player from racing through the dungeon, movement is in increments of tiles and being able to move hundreds of times per second is... too much (specifically about FPS times per second, on this relatively weak machine that's 480-600moves/second - 200ms cooldown seems reasonable, that's 8 moves/second at max speed)
"this is not the bottleneck you are looking for"
Re: mimicing retro dungeon crawler UI (RTT?)
Hm, example 4 tabs look correct. Have to check quake shader thing another time, I guess no-one tests out-commented code much :-) (not checking now as already half-asleep...)
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Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
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Re: mimicing retro dungeon crawler UI (RTT?)
Huh, they seem to be, I guess I must've accidentally hit tab at some point.
in any case - final problem solved, I now have my input subsystem working beautifully and it feels VERY responsive and satisfying, exactly the feel I was going for.
thanks for finding that missing boolean for me, don't think I'd have noticed myself
in any case - final problem solved, I now have my input subsystem working beautifully and it feels VERY responsive and satisfying, exactly the feel I was going for.
thanks for finding that missing boolean for me, don't think I'd have noticed myself
"this is not the bottleneck you are looking for"
Re: mimicing retro dungeon crawler UI (RTT?)
The address of eReceiver evalutes to true means you are using it where a boolean should be. Check the function declaration for createDevice.
@CuteAlien - LF doesn't always flush. With MSYS it only flushes with a full buffer or with fflush.
@CuteAlien - LF doesn't always flush. With MSYS it only flushes with a full buffer or with fflush.
Re: mimicing retro dungeon crawler UI (RTT?)
@mongoose7: LF doesn't flash. But std::endl does: http://en.cppreference.com/w/cpp/io/manip/endl
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