| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 1 year, 11 months |
| seen | Feb 12 at 20:19 | |
| stats | profile views | 8 |
Professional curmudgeon.
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Jan 24 |
awarded | Tumbleweed |
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Jan 17 |
asked | How to dump the dom in Qt Script? |
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Dec 28 |
awarded | Benefactor |
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Dec 26 |
answered | Should I finish high school or teach myself? |
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Dec 26 |
accepted | Working Qt controls in a 3d environment |
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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 :) |
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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. |
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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. |
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Dec 24 |
awarded | Promoter |
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Dec 21 |
answered | Particle systems on multiplayer games |
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Dec 20 |
answered | what do you think about Ogre3d as first time engine for first time 3d Game |
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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. |
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Dec 19 |
asked | Working Qt controls in a 3d environment |
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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. |
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Dec 4 |
accepted | shader coding: calculate screen coordinates of fragment |
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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 ) ) ); |
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Dec 3 |
comment |
shader coding: calculate screen coordinates of fragment Gah. Of course the profile I'm using is all "to-be-written" |
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Dec 3 |
answered | Using Ogre particle point billboards with shaders |
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Dec 3 |
asked | shader coding: calculate screen coordinates of fragment |
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Nov 25 |
awarded | Nice Question |