Hi. Here is a little update on the project. I had a little more time and morale was up so I continued working on IRB. Here is a quick progress screenshot:
Here is a screenshot from the IRB alpha 0.2 (Irrlicht only GUI's):
Here is a screenshot from the IRB alpha 0.2 that I improved during the weekend (All GUI's rendered by Irrlicht, exept the status bar):
The improved interface is based on my experiences with the wxWidget Ribbon interface (2.9.1) that was buggy and not completed. So I dropped this version of wxWidget to come back to a version that Andres was able to build correctly on Linux (wxWidget 2.8.12 - with no Ribbon interface
). Now I will only use wxWidget for "os native requesters/dialogs" and perhaps use it to open sub-editors in other windows, for the rest: All Irrlicht GUI's
. For this I'm still not sure if I can open multiples Irrlicht devices and scene manager from a single application. I will have to check.
Just remarqued a problem with the Irrlicht (1.7.2) maya camera. The instant that we enable the inputreceiver, the camera almost decide for itself the position and rotation it will take. It could be a bug or something that I don't know. Once the inputreceiver is disabled, the camera seem to be ok, as position and angle can be set by code. If this is not fixed in the latest SVN, I will probably have to create another camera... For the time being, each time the input receiver of the camera is enabled, it completely overide the position and angle of the camera! I was assuming the camera would start rotating, zooming and moving from the position and angle given by code. It doesnt seem so.
At least now; When we edit a map, we can navigate the scene more freely, since it's not using the ingame fixed camera anymore. (first implemented camera system)
I was finding it a little problematic when editing terrains.. Now it's much easier to work with.Edit:
Here are new screenshots showing the combat and dialog interfaces: