Wow. Thanks for making that available. It'll definitely make content editors easier to make and I guess you could put all the menus, etc. on the outside of the widget now so not having the 2D GUI elements isn't that big a deal.Duncan Mac Leod wrote:Okay - we are coding a Toolset on Irrlicht for our upcoming RPG, too...AlexL wrote:Duncan Mac Leod, do you think it possible to get the two newly compiled *.dll files and an example of how to implament it from you. This would really help out the development of our world editor application, thanks in advance
http://www.excelsior-online.org/downloa ... ne_builds/
or use our Mirror-Server:
http://secondary-download.excelsior-onl ... ne_builds/
Our additions to IrrlichtDevice are:
IrrlichtDevice - Overloaded. Initializes a new instance of the IrrlichtDevice class.
public IrrlichtDevice(DriverType); // exists in irrlicht-0.10.0 .NET
public IrrlichtDevice(DriverType,int); // NEW in our Custom Build
public IrrlichtDevice(DriverType,Dimension2D,int,bool,bool,bool); // exists in irrlicht-0.10.0 .NET
...therefore you can call in C#:
//create a winform
//create a panel on the Form
IrrlichtDevice device = new IrrlichtDevice(DriverType.OPENGL, (int)this.panel1.Handle);
device.ResizeAble = true;
...we have only tested the Custom Build with one small sample app., yet! ...and only on OpenGL - USE AT YOUR OWN RISK!
...IMPORTANT: we have removed ALL Window-Captions/Borders/etc. on any Window created by the Engine, so you also won't have Borders/etc. if you are not calling our new overloaded Method using the original ones - THIS IS WANTED BY DESIGN and not a bug!
Have Fun,
Duncan
--
Tucan Entertainment
WARNING: this Custom Build of Irrlicht is NOT supported! THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED...
It's nice to see people working on the .NET stuff. (And of course it's nice of niko to write the engine in the first place and make it available. )
-CrimsonShadow