[fixed] FPS Camera oddities in Full Screen [OSX only]

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tomhancocks
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[fixed] FPS Camera oddities in Full Screen [OSX only]

Post by tomhancocks »

Hi I'm new to Irrlicht. Just discovered it last night and its already helping loads with the creation of my game idea, was previously making the engine from scratch and it was tedious work. Irrlicht is a god send!

However I have noticed one strange oddity. This is under the 1.4.2 SDK on OS X btw. An FPS camera will always be looking directly at the floor in full screen? I can spin the camera around, but can not get it to look up from the floor. It works as expected in windowed mode.

Does anyone have any idea what could be causing this. My camera creation code is:

Code: Select all

camera = smgr->addCameraSceneNodeFPS( 0, 100.0f, 150.0f, -1, keyMap, 10, true, 0 );
camera->setPosition( core::vector3df(-100, 50, -150) );
camera->setFarValue( 50000.0f );
camera->setFOV( 1.4f );
Not sure how helpful that will be to anyone.

Thanks in advance,
Tom[/code]
bitplane
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Post by bitplane »

Confirmed this happens in the demo in 1.5 on OSX but not in Windows. Moving to bug reports and adding to the bug tracker, thanks for the report :)

edit:
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bitplane
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Post by bitplane »

This is now fixed, the screen size wasn't set in a fullscreen OSX device which caused problems with setCursorPosition/getCursorPosition.
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