Actually, I think I'm doing what you're suggesting (besides wiping the mesh cache). My mesh is originally declared as follows:
buffer = new SMeshBuffer();
cubeForm(buffer); //Fills the buffer
cubeMesh = new SMesh();
cubeMesh->addMeshBuffer(buffer);
cubeSceneNode = smgr->addOctTreeSceneNode ...
Search found 49 matches
- Fri Jul 06, 2007 7:56 pm
- Forum: Beginners Help
- Topic: Deforming an SMesh
- Replies: 3
- Views: 353
- Fri Jul 06, 2007 7:44 pm
- Forum: Beginners Help
- Topic: Deforming an SMesh
- Replies: 3
- Views: 353
- Fri Jul 06, 2007 6:52 pm
- Forum: Beginners Help
- Topic: Deforming an SMesh
- Replies: 3
- Views: 353
Deforming an SMesh
Hey folks!
I'm currently working on a deformation project, and need to be able to alter the co-ordinates of an SMesh's vertices during run time. I've managed to alter the SMesh's buffer, but don't seem to be able to find a way of replacing the old SMesh buffer with the new one.
I did think about ...
I'm currently working on a deformation project, and need to be able to alter the co-ordinates of an SMesh's vertices during run time. I've managed to alter the SMesh's buffer, but don't seem to be able to find a way of replacing the old SMesh buffer with the new one.
I did think about ...
- Sun Jun 17, 2007 3:35 pm
- Forum: Beginners Help
- Topic: Deflection from a Surface under any orientation
- Replies: 2
- Views: 364
- Wed Jun 13, 2007 3:57 pm
- Forum: Beginners Help
- Topic: Deflection from a Surface under any orientation
- Replies: 2
- Views: 364
Deflection from a Surface under any orientation
Hey folks!
I'm looking to write an algorithm that sets the trajectory of a sphere after collision with a flat polygon (under any orientation), and was wondering if anyone had any suggestions on how to approach the problem. The information I have available is the velocity vector of the sphere prior ...
I'm looking to write an algorithm that sets the trajectory of a sphere after collision with a flat polygon (under any orientation), and was wondering if anyone had any suggestions on how to approach the problem. The information I have available is the velocity vector of the sphere prior ...
- Fri Jun 08, 2007 3:52 pm
- Forum: Beginners Help
- Topic: Minimum Distance between a Point and a Quadrilateral
- Replies: 1
- Views: 396
Minimum Distance between a Point and a Quadrilateral
Hey folks!
Does anyone know of a "relatively" simple method of determining the minimum distance between a point and a quadrilateral? I currently have the co-ordinates of the point, and the co-ordinates of the four quadrilateral vertices. I'm hoping to use it to determine whether a sphere intersects ...
Does anyone know of a "relatively" simple method of determining the minimum distance between a point and a quadrilateral? I currently have the co-ordinates of the point, and the co-ordinates of the four quadrilateral vertices. I'm hoping to use it to determine whether a sphere intersects ...
- Fri Jun 08, 2007 2:12 pm
- Forum: Beginners Help
- Topic: Quivering Meshes and Falling Through the Level
- Replies: 4
- Views: 270
- Thu Jun 07, 2007 8:42 pm
- Forum: Beginners Help
- Topic: Quivering Meshes and Falling Through the Level
- Replies: 4
- Views: 270
- Thu Jun 07, 2007 4:39 pm
- Forum: Beginners Help
- Topic: Quivering Meshes and Falling Through the Level
- Replies: 4
- Views: 270
- Thu Jun 07, 2007 4:32 pm
- Forum: Beginners Help
- Topic: Quivering Meshes and Falling Through the Level
- Replies: 4
- Views: 270
Quivering Meshes and Falling Through the Level
Hi folks!
I've a very simple level setup at the moment. The player has an FPS style camera, is stood in a large room with a cube at the centre (the idea is the player throws rocks at the deformable cube, for a deformation project). I have recently noticed that all of the meshes are quivering ...
I've a very simple level setup at the moment. The player has an FPS style camera, is stood in a large room with a cube at the centre (the idea is the player throws rocks at the deformable cube, for a deformation project). I have recently noticed that all of the meshes are quivering ...
- Mon Jun 04, 2007 9:52 pm
- Forum: Beginners Help
- Topic: Echo Mesh
- Replies: 3
- Views: 310
- Mon Jun 04, 2007 7:08 pm
- Forum: Beginners Help
- Topic: Echo Mesh
- Replies: 3
- Views: 310
Echo Mesh
Hey folks!
I'm currently working on some code to simulate the throwing of a ball when the left mouse is clicked. At the moment, when the left mouse button is clicked a sphere mesh is loaded, and attached to a node positioned at the camera position. It then moves off in the direction the camera is ...
I'm currently working on some code to simulate the throwing of a ball when the left mouse is clicked. At the moment, when the left mouse button is clicked a sphere mesh is loaded, and attached to a node positioned at the camera position. It then moves off in the direction the camera is ...
- Mon Jun 04, 2007 5:28 pm
- Forum: Beginners Help
- Topic: Calculating overlapping vertices during collision
- Replies: 6
- Views: 685
- Mon Jun 04, 2007 1:23 pm
- Forum: Beginners Help
- Topic: Calculating overlapping vertices during collision
- Replies: 6
- Views: 685
Hi Luben,
I have considered that method. The problem is, the higher end deformable meshes I'll be working with will possess around 17,500+ vertices, and I've a feeling that on this scale the method will be too computationally expensive. I'm considering using this method upon a courser mesh however ...
I have considered that method. The problem is, the higher end deformable meshes I'll be working with will possess around 17,500+ vertices, and I've a feeling that on this scale the method will be too computationally expensive. I'm considering using this method upon a courser mesh however ...
- Fri Jun 01, 2007 12:31 pm
- Forum: Beginners Help
- Topic: Calculating overlapping vertices during collision
- Replies: 6
- Views: 685
Calculating overlapping vertices during collision
Hey folks!
I'm currently working on a deformation project for university, and am now at a stage where a cube can be deformed by setting the position and force of an impact through input boxes.
I'm now wanting to extend the testing environment to include a collision between a rigid body (a sphere ...
I'm currently working on a deformation project for university, and am now at a stage where a cube can be deformed by setting the position and force of an impact through input boxes.
I'm now wanting to extend the testing environment to include a collision between a rigid body (a sphere ...