Search found 279 matches

by big_o
Thu Jul 26, 2007 4:40 pm
Forum: Help
Topic: setColourOperationEx, blend factor argument?
Replies: 2
Views: 488

Thanks. I've decided to not mess with any kind of blending, it just wasn't worth the trouble. If i do decide to come back to this I'll probably just use a shader.
by big_o
Wed Jul 25, 2007 9:53 pm
Forum: Help
Topic: setColourOperationEx, blend factor argument?
Replies: 2
Views: 488

setColourOperationEx, blend factor argument?

I am trying to use this method to change the color of an OverlayElement gradually, but I can't quite get it to work right. Currently the code looks like this: clickState->setColourOperationEx(LBX_ADD, LBS_CURRENT, LBS_MANUAL, clickColor, clickColor, Math::Sin(clickTime * Math::PI / clickDelay)); It ...
by big_o
Tue Jul 24, 2007 4:39 am
Forum: Showcase
Topic: The Salvation Prophecy
Replies: 27
Views: 6792

Sounds interesting and ambitious, I look forward to playing it. :)
by big_o
Tue Jul 24, 2007 1:43 am
Forum: Showcase
Topic: The Salvation Prophecy
Replies: 27
Views: 6792

Looks very cool!

Is the space station in the last image an actual part of the scene?
by big_o
Thu Jul 12, 2007 6:14 pm
Forum: Back to Basics
Topic: #Pragma Once - Hot or not?
Replies: 18
Views: 2195

The pragma commands are only available on Microsoft compilers, and are not part of the standard. It is a better idea to use header guards which look like this //For a file named window.h #ifndef WINDOW_H_INCLUDED #define WINDOW_H_INCLUDED //code goes here. #endif This has the same effect as #pragma ...
by big_o
Tue Jul 10, 2007 5:22 pm
Forum: Help
Topic: [Solved] Render 2D screens with Overlays + pass transparency
Replies: 8
Views: 1120

Did you set the material to use scene_blend alpha_blend? Without that it will simply treat the partially transparent pixels that aren't being alpha rejected as being fully opaque.
by big_o
Tue Jul 10, 2007 12:53 pm
Forum: Help
Topic: Checking if an OverlayElement exists...
Replies: 2
Views: 395

Thanks, I'll try that.

I'm new to exceptions at the moment.
by big_o
Tue Jul 10, 2007 4:20 am
Forum: Help
Topic: Checking if an OverlayElement exists...
Replies: 2
Views: 395

Checking if an OverlayElement exists...

...without getting struck by an exception if it doesn't :? . I'm working on the GUI of my game and thought that rather than destroying and recreating the overlay containers used for the windows and such I would just create them once and grab the overlays after that. The only problem is that the getO...
by big_o
Wed May 30, 2007 4:34 pm
Forum: Back to Basics
Topic: [Solved]SegFault questions.
Replies: 5
Views: 784

I got it working. It was a quirk in the game state code from the wiki. In the exit method for the states I do a lot of cleanup code, and the whenever states are changed the framestarted method for the previous state is called one last time, after its exit method has already been called. At least tha...
by big_o
Mon May 28, 2007 4:21 pm
Forum: Back to Basics
Topic: [Solved]SegFault questions.
Replies: 5
Views: 784

Thanks.

The 1st, 2nd, and 4th are possible.

Time to experiment :) .
by big_o
Mon May 28, 2007 3:35 pm
Forum: Back to Basics
Topic: [Solved]SegFault questions.
Replies: 5
Views: 784

[Solved]SegFault questions.

I am finally getting around to debugging my game, and it will be the first c++ program I have debugged, and the first time I've dealt with segmentation faults. I updated my project to Eihort and worked around some problems I had the last time I tried to do it, but now segmentation faults are popping...
by big_o
Mon May 14, 2007 7:37 pm
Forum: General Discussion
Topic: Starting with Ogre
Replies: 30
Views: 3416

There is a simple paged terrain scene manager in the Showcase forum that might interest you. There are many ways to load meshes/nodes/ whatever from a file, but remember that Ogre's SceneNodes and Entities are not actual game objects. It would probably be best to create some kind of GameObject class...
by big_o
Fri May 11, 2007 11:40 pm
Forum: Showcase
Topic: Space- Update 5/11/07- page 2.
Replies: 34
Views: 14275

Just like I posted in the change notes, it doesn't always work as it should, but it works most of the time. I never could figure out how to read the width of a space character in Ogre so I ended up replacing all the spaces in the string with ~'s and then setting them back to spaces after the string ...
by big_o
Fri May 11, 2007 10:17 pm
Forum: Showcase
Topic: Space- Update 5/11/07- page 2.
Replies: 34
Views: 14275

Figured I should probably post the change notes: Rewrote the data file loading functions. The data files can now be stored in multiple sub-folders and multiple files. The paths to the directories to be searched are located in data_paths.cfg. The program will search these directories and load the fil...
by big_o
Fri May 11, 2007 7:34 pm
Forum: Showcase
Topic: Space- Update 5/11/07- page 2.
Replies: 34
Views: 14275

I'm back and with a new release! Links to screen shots [url=http://big_o.byethost7.com//index.php?option=com_easygallery&act=categories&cid=14&Itemid=26]here[/url] Yes, I know the web site needs some work and the free hosting may have been a mistake, but oh well :wink: . Be aware that right now D3D ...
by big_o
Thu May 10, 2007 10:20 pm
Forum: General Discussion
Topic: Starting with Ogre
Replies: 30
Views: 3416

I first encountered programming in a strange form of Basic called JustBasic, but I quickly realized that creating a big project with it was going to be a nightmare and moved on to c. I worked with c for about a year, but I found it too difficult to keep everything organized and structured, and moved...
by big_o
Wed Apr 18, 2007 2:09 pm
Forum: Showcase
Topic: NeoAxis 3D Engine 3.5 Released
Replies: 170
Views: 108699

I'm glad to see that the non-commercial license has been made free. I'm definitely going to give it a look when finals are over.

I haven't had time to do any non-school coding for nearly a month :lol: .
by big_o
Mon Apr 09, 2007 10:49 pm
Forum: Showcase
Topic: TwOgre - An AntTweakBar Integration
Replies: 61
Views: 45565

Very cool!
by big_o
Mon Apr 09, 2007 2:20 pm
Forum: Back to Basics
Topic: LinkedList
Replies: 4
Views: 721

Not built into c++ no, but there is an implementation in the stl.
by big_o
Tue Mar 27, 2007 9:56 pm
Forum: Showcase
Topic: Interior Mapping
Replies: 188
Views: 112984

It looks slightly wrong somehow, but it still looks pretty cool.
by big_o
Mon Mar 26, 2007 2:57 am
Forum: Recruitment
Topic: Linux maintainer saught for forthcoming HoudiniOgre exporter
Replies: 23
Views: 8368

I understand where you're coming from, I'm just still trying to wrap my head around the whole node based procedural work flow. Houdini is just different right now.

I'm going to stick with this and see where it goes.

I've never tried anything like that with Blender so I really don't know.
by big_o
Sun Mar 25, 2007 7:13 pm
Forum: Recruitment
Topic: Linux maintainer saught for forthcoming HoudiniOgre exporter
Replies: 23
Views: 8368

Downloaded the non-commercial version and gave it a whirl yesterday. The interface, compared to Blender's felt crowded, and the work flow felt tediously slow, but maybe that's just because I'm not used to it.

I'm going to play with it a bit more, but I still like blender better. :)
by big_o
Thu Mar 22, 2007 5:05 pm
Forum: Help
Topic: Limiting rotation
Replies: 5
Views: 686

I agree with odyeiop. I posted some code here showing what he means. It is a lot simpler than messing with quaternions in cases like this.
by big_o
Thu Mar 22, 2007 4:56 pm
Forum: Using OGRE in practice
Topic: Using Overlays to create a complete GUI
Replies: 8
Views: 2132

I'm kind of doing the same thing right now, minus the overlay factories. They don't support clipping but thatshouldn't be tohard to implement. I just finished writing some code that creates a kind of list box and inserts a new line character in string when ever the width of the string exceeds a pred...
by big_o
Thu Mar 22, 2007 2:10 am
Forum: Artists & Content Creators
Topic: Noob blender question...
Replies: 2
Views: 686

You can press n to bring up the transformation properties for that object, vertex, whatever and view/edit its transformation properties precisely.

I can't remember if the current exporter scales when exporting, so you might have to watch out for that.