Search found 30 matches

Search found 30 matches Page 3 of 3
by OTHGMars
Thu Apr 19, 2018 10:12 am
Forum: C++
Topic: Updating a dynamic texture?
Replies: 3
Views: 2613
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: 3439
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: 13
Views: 8081
@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...
by OTHGMars
Sun Mar 25, 2018 12:52 am
Forum: C++
Topic: SDL_Joystick and SDL_GameController
Replies: 13
Views: 8081
@chriscalef Thanks for sharing your results. Does that Joystick report as a 4 or 6 axes in the test module (or sdlJoystickNumAxes(0) in the console)? If it's reporting as a 4 axis, I'd try commenting out these two lines and checking the axis events again. https://github.com/OTHGMars/Torque3D/blob/SD...
by OTHGMars
Thu Mar 22, 2018 10:09 pm
Forum: C++
Topic: SDL_Joystick and SDL_GameController
Replies: 13
Views: 8081
@irei1as Thanks for testing and giving feedback! If the driver is actually generating 2 events and the ActionMap has 2 bindings, both would get called. I forgot that F1 has a GlobalActionMap bind in the Full template. I should have picked a different key for that. Anything with a bind in the GlobalA...
by OTHGMars
Tue Mar 20, 2018 7:31 pm
Forum: C++
Topic: Getting the joystick working.
Replies: 3
Views: 2082
If you could, please try that Logitech flight stick with this branch http://forums.torque3d.org/viewtopic.php?f=10&t=1205 and post the results. I am very curious if it detects it as a GameController or not and if it handles the axes correctly. I do not have any similar devices to test with.
by OTHGMars
Tue Mar 20, 2018 7:27 pm
Forum: C++
Topic: SDL_Joystick and SDL_GameController
Replies: 13
Views: 8081
This is a wip branch that adds support for the SDL_Joystick and SDL_GameController sub-systems to T3D: https://github.com/OTHGMars/Torque3D/tree/SDL_Joy_wip Hopefully with some code-reviews/community input/testing this can be improved and a clean PR made so T3D will have device independent joystick ...
by OTHGMars
Sat Mar 10, 2018 1:05 am
Forum: MegaMotion
Topic: FlightGear is back, and rendering to Blender.
Replies: 7
Views: 5308
Is castDynamicShadows = true; set for the material on the rotor and helicopter? If not, that's probably the problem. Looking great btw.
by OTHGMars
Wed Nov 29, 2017 11:02 am
Forum: C++
Topic: Finding simObjects by name, from script.
Replies: 6
Views: 3346
In that case: %name = "SomeName"; %objID = findSimObjectByName (%name); would be functionally equivalent to: %name = "SomeName"; %objID = isObject(%name) ? %name.getId() : 0; or, if you want to restrict it to being a member of a particular SimSet. %name = "SomeName"; %objID = SomeSet.isMember(%name)...
by OTHGMars
Fri Jul 14, 2017 2:24 am
Forum: General
Topic: Releasing OpenAL Sound Buffers
Replies: 1
Views: 1780
I'm posting this here hoping to save someone debugging time. We use looping music during our game menus and the music changes as you switch menus. I noticed memory usage would increase every time the music changed. You can see the issue with devhead or release and full template by doing the followin...
Search found 30 matches Page 3 of 3