Search found 2142 matches

by scrawl
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...
by scrawl
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.
by scrawl
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...
by scrawl
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...
by scrawl
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?
by scrawl
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
by scrawl
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...
by scrawl
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.
by scrawl
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...
by 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.