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visits member for 3 years, 1 month
seen Jan 20 at 16:03

Professional curmudgeon.


Jul
2
awarded  Curious
Oct
31
awarded  Critic
Jan
24
awarded  Tumbleweed
Dec
28
awarded  Benefactor
Dec
26
answered Should I finish high school or teach myself?
Dec
26
accepted Working Qt controls in a 3d environment
Dec
26
comment Working Qt controls in a 3d environment
Sorry, I should have said "QPaintDevice" instead of Qt Render Target. I'll have a look at that link. Thanks :)
Dec
25
comment Working Qt controls in a 3d environment
If I choose option A I need to implement the Qt render target, not the ogre render target. If I choose B I need mouse clicks and whatever is needed for Qt uses to track the mouse. I'd like the hover stylesheet options to work. Any idea how hover works? I may have to break down and start going through the Qt source code.
Dec
25
comment Working Qt controls in a 3d environment
I implemented the hud by doing an Ogre overlay. I found a format of bitmap that the Qt QPainter and Ogre would both accept. I use that bitmap in a material in the Ogre overlay. For each frame that needs an update I clear the bitmap, call render() on each of the Qt widgets passing them the bitmap. Works very nicely. You get the style sheets and animation as well.
Dec
24
awarded  Promoter
Dec
21
answered Particle systems on multiplayer games
Dec
20
answered what do you think about Ogre3d as first time engine for first time 3d Game
Dec
19
comment Problem with alleg42.dll / program crashes / Allegro & Codeblocks
Is the dll that you're using compatible with your compiler? Not all dll's are created alike. You might also try to comment out everything between allegro_init() and allegro_exit(). See if your program still crashes. If it does not then you know the problem is part of the commented out code. Then add code back in one piece at a time to determine where the problem is.
Dec
19
asked Working Qt controls in a 3d environment
Dec
6
comment Is it OK to reuse art from open-source games?
It might also be a good thing to contribute some of the profit from your game back to the projects that contributed art.
Dec
4
accepted shader coding: calculate screen coordinates of fragment
Dec
4
comment shader coding: calculate screen coordinates of fragment
Woot! The documentation on wpos is pretty thin. I passed in the inverse of the screen size to the shader to calculate the offset into the texture array like this: float Zs = tex2D( DepthTexture, float2( scr.x * iViewWidth, 1 - ( scr.y * iViewHeight ) ) );
Dec
3
comment shader coding: calculate screen coordinates of fragment
Gah. Of course the profile I'm using is all "to-be-written"
Dec
3
answered Using Ogre particle point billboards with shaders
Dec
3
asked shader coding: calculate screen coordinates of fragment