Search found 2142 matches
- 21 Mar 2012, 14:30
- Forum: General Development
- Topic: Notes for GUI developers
- Replies: 2
- Views: 2170
Notes for GUI developers
I'm almost finished with the transition to 3.2, so here are a few notes to GUI developers. 1. Changed widgets names: - StaticImage -> ImageBox - StaticText -> TextBox - Edit -> EditBox 2. No pointer defines (instead of StaticImagePtr, use ImageBox*) 3. Use multi-delegates (instead of "= newDele...
- 19 Mar 2012, 22:40
- Forum: General Development
- Topic: Water Rendering
- Replies: 117
- Views: 66195
Re: Water Rendering
yes, i'm using your latest commits. exterior water works fine. the resources are there.
- 19 Mar 2012, 19:38
- Forum: General Development
- Topic: Water Rendering
- Replies: 117
- Views: 66195
Re: Water Rendering
It's possible that we don't need to store/save the water level, at least that needs to be investigated. Can't we merge water without the scripts? According to http://www.uesp.net/wiki/Tes3Mod:WaterLevel , they were introduced in Tribunal so they are not relevant at the moment at all. Anyways, I stil...
- 19 Mar 2012, 19:25
- Forum: General Development
- Topic: Water Rendering
- Replies: 117
- Views: 66195
Re: Water Rendering
Zini, about the cmake stuff. The configure_file calls for the water resources seems to be already there in files/CMakeLists.txt and I didn't have to copy anything to the build directory manually for it to work. Do you want these calls in the main CMakeLists instead, or is there something else that n...
- 19 Mar 2012, 17:56
- Forum: General Development
- Topic: Configuration & Packaging
- Replies: 77
- Views: 31273
Re: Configuration & Packaging
I had the same problem 2 days ago with the NOTFOUND plugin folder. Now it works again, no idea why. Did you try pulling again?
- 18 Mar 2012, 22:36
- Forum: General Development
- Topic: Water Rendering
- Replies: 117
- Views: 66195
Re: Water Rendering
I'll take over, if you don't mind.
If I understood correctly only this is left:
- merge master
- sort out the cmake resources problem
- remove unused resources / remove unneeded lines
If I understood correctly only this is left:
- merge master
- sort out the cmake resources problem
- remove unused resources / remove unneeded lines
- 17 Mar 2012, 11:13
- Forum: General
- Topic: Nvidia’s CG Toolkit
- Replies: 25
- Views: 14015
Re: Nvidia’s CG Toolkit
Could we at least put the shaders into separate files then, instead of creating them inside the OpenMW source? We can't. The terrain component has too many permutations of shaders to be put into a file. The shader code is generated in c++ code for a reason, because it depends on the number of terra...
- 10 Mar 2012, 22:02
- Forum: General Development
- Topic: Merging the submodules in the main branch
- Replies: 16
- Views: 7270
Re: Merging the submodules in the main branch
Yeah. Why the extra effort keeping it in a seperate repo if there is no one else using it anyway.
- 08 Mar 2012, 13:20
- Forum: General Development
- Topic: Physics improvement
- Replies: 272
- Views: 85997
Re: Physics improvement
Aedra's physic system has a function GetGroundPosition() that references LAND records. I think this is for terrain collision? It is being called if the cell is an exterior. Terrain collision is here already (although it's crashing on collision with the current character) : https://github.com/scrawl...
- 06 Mar 2012, 17:39
- Forum: Organisation and Planning
- Topic: OpenMW 0.12.0
- Replies: 261
- Views: 103428
Re: OpenMW 0.12.0
I meant the binary .tar.gz package from the download page. Sorry if that wasn't clear.