Search found 424 matches

by omniter
Thu Feb 09, 2012 4:51 pm
Forum: Help
Topic: Line Styles in OGRE "[Solved]"
Replies: 7
Views: 771

Re: Line Styles in OGRE

Que: - If I understand from Kojack's response, it says, to render textures which are of your line style format. Got it. create texture of required style and render it. But, Nav's comment says applying textures on ManualObjects. Is it possible? I think Kojack and Nav are referring to the same thing ...
by omniter
Thu Feb 02, 2012 10:18 pm
Forum: Help
Topic: Two Render Windows
Replies: 1
Views: 449

Re: Two Render Windows

Where are you moving Z? From the looks of your code, I'm guessing you're moving it in a frame listener? If that's the case, then your renderOneFrame is triggering the update that moves Z. This happens after you render with A, but before you render with B. This means that the move is only reflected i...
by omniter
Wed Jan 18, 2012 1:43 pm
Forum: Help
Topic: SdkTrayManager & OIS::Mouse
Replies: 1
Views: 702

Re: SdkTrayManager & OIS::Mouse

I see no reason why you can't just modify the source to do that. However, not only the SdkTrayManager will have to change. The code that creates the SdkTrayManager (i.e. SampleBrowser and SdkSample) must change as well.
by omniter
Fri Jan 13, 2012 6:44 pm
Forum: Help
Topic: Multiple RTT
Replies: 2
Views: 396

Re: Multiple RTT

Here's some code from the sample: void preRenderTargetUpdate(const RenderTargetEvent& evt) { mWater->setVisible(false); // hide the water if (evt.source == mReflectionTarget) // for reflection, turn on camera reflection and hide submerged entities { mCamera->enableReflection(mWaterPlane); for (s...
by omniter
Fri Jan 13, 2012 5:47 pm
Forum: Help
Topic: Ask how to disable Y Axis movement in bullet physics
Replies: 1
Views: 479

Re: Ask how to disable Y Axis movement in bullet physics

This question doesn't belong in the OGRE forums. :)
by omniter
Wed Jan 04, 2012 10:04 pm
Forum: Help
Topic: problem when changing form one animation to another
Replies: 4
Views: 423

Re: problem when changing form one animation to another

There is. But it's not simple. Take a look at the character animation sample in the SDK.
by omniter
Wed Jan 04, 2012 9:36 pm
Forum: Help
Topic: problem when changing form one animation to another
Replies: 4
Views: 423

Re: problem when changing form one animation to another

You'll have to disable the idle animation state, not just stop it. AnimationState::setEnabled I believe is the method.
by omniter
Thu Dec 22, 2011 9:23 pm
Forum: Help
Topic: SdkTrays setting a caption?
Replies: 7
Views: 739

Re: SdkTrays setting a caption?

Ah, missed that one. I was searching for "get/set", not "set/get", haha. In any case, you can only set the caption for widgets that have a caption. e.g., Slider, TextBox, Label, etc. These widget classes should have setCaption / getCaption methods. Also, their constructors allow ...
by omniter
Thu Dec 22, 2011 6:49 am
Forum: Help
Topic: SdkTrays setting a caption?
Replies: 7
Views: 739

Re: SdkTrays setting a caption?

It says that for the Slider widget only... :S
by omniter
Mon Dec 19, 2011 5:37 pm
Forum: Help
Topic: SdkTrays setting a caption?
Replies: 7
Views: 739

Re: SdkTrays setting a caption?

It says on the SdkTrays that you can get/set a caption of a widget. I cannot find how to do this. Help? I'm not sure where it says that you can do this. Not all widgets have a caption anyway. If there is a page that says you can set/get the caption on any widget, please point us to it, and we will ...
by omniter
Mon Dec 19, 2011 5:23 pm
Forum: Help
Topic: Drawing lines and fonts into a texture?
Replies: 2
Views: 298

Re: Drawing lines and fonts into a texture?

Sure, just use render-to-texture. Normally, you're rendering to the screen, but you can set the render target to a texture instead. The SDK contains a render-to-texture sample. In fact, there is code in there specifically to hide the overlays when rendering to texture so that you don't get GUI in th...
by omniter
Mon Dec 19, 2011 9:52 am
Forum: Developer talk
Topic: Cannot display TextArea in single Panel
Replies: 18
Views: 9220

Re: Cannot display TextArea in single Panel

Hello, I believe I'm still having this bug, but I'm not using SdkTrays, just overlays directly, and all the fixes use SdkTrays. Do you know if there are some other fixes available ? Thanks for your help, Guillaume If you're compiling Ogre, you can look up a few posts for a solution that involves ch...
by omniter
Tue Oct 25, 2011 4:10 pm
Forum: Help
Topic: [SOLVED] Draw line with a point and an angle
Replies: 7
Views: 410

Re: [SOLVED] Draw line with a point and an angle

If you already know how to draw a line between two points, then this is just one extra step. If you have point A, a direction V, and a length t, then you can get point B with this: B = A + t*norm(V) EDIT: Seems like you found a solution already. It looks a bit verbose though, considering you're work...
by omniter
Tue Oct 25, 2011 1:15 pm
Forum: Help
Topic: [SOLVED] Draw line with a point and an angle
Replies: 7
Views: 410

Re: Draw line with a point and an angle

By angle, do you mean euler angles? If so, what do these euler angles describe? Please give a more detailed explanation of the desired output and its relation to the given inputs.
by omniter
Tue Oct 25, 2011 1:11 pm
Forum: General Discussion
Topic: New-age Sinbad Mascot
Replies: 16
Views: 1905

Re: New-age Sinbad Mascot

Mind Calamity wrote: ... I'm going to put it in again, with some better textures and shaders (if I learn enough by then).


Haha, looking forward to it (if you decide to show it)! PM me next time so I won't have to dig. ;)
by omniter
Tue Oct 25, 2011 5:39 am
Forum: General Discussion
Topic: New-age Sinbad Mascot
Replies: 16
Views: 1905

Re: New-age Sinbad Mascot

Wow, I can't believe it took me so long to find this. This looks so cool, haha.
by omniter
Thu Sep 01, 2011 2:20 am
Forum: Help
Topic: Root::startRendering()
Replies: 2
Views: 429

Re: Root::startRendering()

For a real game, it usually makes more sense to use renderOneFrame in your own loop since then you get more control over when to update other components (physics, sound, input, networking). It doesn't make much sense to have OGRE trigger those updates. startRendering is useful when you haven't writt...
by omniter
Thu Sep 01, 2011 2:09 am
Forum: Help
Topic: Displaying mouse cursor across multiple viewports
Replies: 2
Views: 193

Re: Displaying mouse cursor across multiple viewports

This question has been asked many times in the past. Type "overlay viewport" into the Google search box on the top right of the forum. :) Please perform a search in the future before posting a new thread.
by omniter
Wed Aug 24, 2011 5:31 pm
Forum: Help
Topic: Rotating a manual object with the mouse in X and Y Axis
Replies: 29
Views: 1750

Re: Rotating a manual object with the mouse in X and Y Axis

What is this sightNode, and where is your camera attached to? Anyway, right now your topCamNode is moved back 300 units, and all your rotation nodes are at the same position as the topCamNode. This means that your camera will rotate on the spot behind the player. What you want is the player to be a ...
by omniter
Tue Aug 23, 2011 8:35 pm
Forum: Help
Topic: Rotating a manual object with the mouse in X and Y Axis
Replies: 29
Views: 1750

Re: Rotating a manual object with the mouse in X and Y Axis

Okay, so I was right the first time. You are pitching before yawing. Notice how in your first diagram the pitch node is a child of the yaw node? In your code, you're making the yaw node a child of the pitch node. It should be the other way around. :) And keep everything on TS_LOCAL, or it will still...
by omniter
Tue Aug 23, 2011 8:12 pm
Forum: Help
Topic: Rotating a manual object with the mouse in X and Y Axis
Replies: 29
Views: 1750

Re: Rotating a manual object with the mouse in X and Y Axis

That's weird. Can you paste the setup code?
by omniter
Tue Aug 23, 2011 7:54 pm
Forum: Help
Topic: Rotating a manual object with the mouse in X and Y Axis
Replies: 29
Views: 1750

Re: Rotating a manual object with the mouse in X and Y Axis

Nope. That's not what you were doing wrong. You were using the right axes. It's the fact that you're using TS_PARENT for pitch. You should be using TS_LOCAL for everything.
by omniter
Tue Aug 23, 2011 7:38 pm
Forum: Help
Topic: Rotating a manual object with the mouse in X and Y Axis
Replies: 29
Views: 1750

Re: Rotating a manual object with the mouse in X and Y Axis

No they don't. None of them do. Paste some code. Although... just based on my gut feeling... it seems like you're rotating the yawNode around the X axis, and then rotating the pitchNode around the Y axis. It should be the other way around.
by omniter
Tue Aug 23, 2011 7:33 pm
Forum: Help
Topic: Rotating a manual object with the mouse in X and Y Axis
Replies: 29
Views: 1750

Re: Rotating a manual object with the mouse in X and Y Axis

Oh okay, I thought you were using one node to control the camera. In that case, if you're using such a setup, then there's no reason you should be getting any roll at all unless you specifically rolled the rollNode. Assuming you only yaw with the yawNode, and only pitch with the pitchNode, there sho...

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