I dont have the code with me right now, but I can show you the pseudo:
public void SetState(State newState)
if (this.currState != null)
this.currState.Clear() // clears the scene graph, obj lib and gui lib
this.currState = newState
newState.Clear() // clears the scene graph, obj lib and gui ...
Search found 33 matches
- Wed Mar 21, 2007 12:00 pm
- Forum: Beginners Help
- Topic: SceneManager->Clear() crashes!
- Replies: 6
- Views: 1395
- Wed Mar 21, 2007 8:03 am
- Forum: Beginners Help
- Topic: SceneManager->Clear() crashes!
- Replies: 6
- Views: 1395
- Sat Mar 17, 2007 2:14 pm
- Forum: Beginners Help
- Topic: SceneManager->Clear() crashes!
- Replies: 6
- Views: 1395
- Sat Mar 17, 2007 11:25 am
- Forum: Beginners Help
- Topic: irrlicht world struct
- Replies: 5
- Views: 496
- Sat Mar 17, 2007 10:59 am
- Forum: Beginners Help
- Topic: SceneManager->Clear() crashes!
- Replies: 6
- Views: 1395
SceneManager->Clear() crashes!
I have multiple game states in my engine based on Irrlicht, and when I switch between different game states I make sure to clear the SceneManager so there are no redundant objects from previous states laying around.
I have two states at the moment: menu and game. If I switch between them ...
I have two states at the moment: menu and game. If I switch between them ...
- Fri Mar 16, 2007 10:48 am
- Forum: Beginners Help
- Topic: Problems getting AnimatedMeshSceneNode in .Net
- Replies: 2
- Views: 374
- Fri Mar 16, 2007 9:07 am
- Forum: Irrlicht.NET
- Topic: Problems converting SceneNode into its correct type
- Replies: 0
- Views: 1331
Problems converting SceneNode into its correct type
When I traverse the SceneManager's scene graph, I cannot seem to convert the children to their respective types.
What I mean is:
SceneNode[] children = smgr.RootSceneNode;
foreach (SceneNode child in children)
if (child.SceneNodeType.ToString.Equals("Mesh"))
{
AnimatedMeshSceneNode mesh ...
What I mean is:
SceneNode[] children = smgr.RootSceneNode;
foreach (SceneNode child in children)
if (child.SceneNodeType.ToString.Equals("Mesh"))
{
AnimatedMeshSceneNode mesh ...
- Thu Mar 15, 2007 8:01 am
- Forum: Advanced Help
- Topic: getting scene node in shader callback
- Replies: 9
- Views: 1644
- Wed Mar 14, 2007 8:06 pm
- Forum: Beginners Help
- Topic: 3D models for Irrlicht
- Replies: 5
- Views: 616
- Tue Mar 13, 2007 8:51 pm
- Forum: Beginners Help
- Topic: Quad primitive?
- Replies: 5
- Views: 669
- Tue Mar 13, 2007 8:29 pm
- Forum: Beginners Help
- Topic: Detail Map for non-terrain
- Replies: 4
- Views: 437
- Tue Mar 13, 2007 12:13 pm
- Forum: Beginners Help
- Topic: Detail Map for non-terrain
- Replies: 4
- Views: 437
- Tue Mar 13, 2007 11:45 am
- Forum: Beginners Help
- Topic: Detail Map for non-terrain
- Replies: 4
- Views: 437
Detail Map for non-terrain
I noticed that only TerrainSceneNodes can be assigned a detail map. I'd like to have the same for non-terrain (i.e. regular geometry meshes), is it possible? Perhaps through some mix of two textures and a material type setting?
- Tue Mar 13, 2007 11:15 am
- Forum: Beginners Help
- Topic: Quad primitive?
- Replies: 5
- Views: 669
- Tue Mar 13, 2007 8:39 am
- Forum: Irrlicht.NET
- Topic: fast getHeight?
- Replies: 2
- Views: 1612