Search found 17 matches

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Search found 17 matches Page 1 of 2
by OTHGMars
Wed Jun 13, 2018 4:24 am
Forum: Tools
Topic: Steamworks API wrapper and cmake file
Replies: 1
Views: 137
I've been working on updating AlterVerse to x64. After a couple times pulling in a branch, regenerating the project and having to link the Steamworks API to the build manually, I realized I needed a cmake file to eliminate that tedium. I placed that cmake file and my basic steamworks console wrapper...
by OTHGMars
Mon Jun 11, 2018 2:46 am
Forum: C++
Topic: 3.10 vs 2008 build issues
Replies: 8
Views: 315
@Hodo33 That project is also a bit outdated. Currently T3D requires cmake to generate the solution files needed for compiling the engine. You'll probably want to start with a fresh clone or download of the engine source code. Then follow the instructions here . If you follow those instructions and t...
by OTHGMars
Sun Jun 10, 2018 3:31 am
Forum: GUI
Topic: Another GuiOnObject Resource
Replies: 1
Views: 254
This is another take on the existing guiOnObject resources from here and here . This resource uses GuiOffscreenCanvas for gui rendering and management. I've added the ability to activate an offscreen canvas so it can become first-responder for input events. I've found this very useful when using the...
by OTHGMars
Sat Jun 09, 2018 11:59 pm
Forum: C++
Topic: 3.10 vs 2008 build issues
Replies: 8
Views: 315
VS2008 is not a supported IDE. It will build with VS2015 or VS2017.
by OTHGMars
Sun May 27, 2018 12:00 am
Forum: Beginner
Topic: A quick question about collide
Replies: 3
Views: 193
TSStatic is a StaticShapeObjectType, so that mask should detect it. https://github.com/GarageGames/Torque3D/blob/development/Engine/source/T3D/tsStatic.cpp#L108 . Edit: And it does, but LukasPJ is correct. Apparently it was decided that Vehicles should only generate collision callbacks for ShapeBase...
by OTHGMars
Sun May 13, 2018 11:44 pm
Forum: C++
Topic: SDL_Joystick and SDL_GameController
Replies: 8
Views: 667
This code has been updated for SDL 2.0.8, cleaned up and PR'd as #2256. The new branch is: https://github.com/OTHGMars/Torque3D/tree/SDL_Joystick . The original post has been updated with the answers to a couple of the questions I had there. The input test module (useful for discovering device capab...
by OTHGMars
Thu Apr 19, 2018 11:48 pm
Forum: C++
Topic: Updating a dynamic texture?
Replies: 3
Views: 361
Awesome, Thanks Timmy.
by OTHGMars
Thu Apr 19, 2018 10:12 am
Forum: C++
Topic: Updating a dynamic texture?
Replies: 3
Views: 361
How do you update part of a texture and leave the rest intact? I have a texture: GFXTexHandle mTexture; mTexture.set(1024, 768, GFXFormatR8G8B8A8_SRGB, &GFXDynamicTextureSRGBProfile, "", 1, 0); This code will paint the entire texture blue: GFXLockedRect *rect = mTexture.lock(); for (U32 y = 0; y < 7...
by OTHGMars
Sun Apr 08, 2018 8:22 am
Forum: C++
Topic: Webkit / Render to texture
Replies: 4
Views: 975
Congratulations on getting it integrated in the development branch. Two Questions: Is this something you are still working on? Are you willing to share the code on github?
by OTHGMars
Mon Mar 26, 2018 2:24 am
Forum: C++
Topic: SDL_Joystick and SDL_GameController
Replies: 8
Views: 667
@chriscalef This is probably the function that you're remembering: https://github.com/GarageGames/Torque3D/blob/development/Engine/source/platformWin32/winDirectInput.cpp#L852 . SDL does have equivalent commands for polling individual device states but they are not exposed as console functions in th...
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Search found 17 matches Page 1 of 2