Search found 120 matches
- Tue Aug 03, 2010 12:39 pm
- Forum: Advanced Help
- Topic: Follow Cam for Ageia PhysX
- Replies: 0
- Views: 508
Follow Cam for Ageia PhysX
Hi there, I'm having trouble setting up a chase/follow cam for Irrlicht using Ageia PhysX, I've tried several different methods but all with the same problem, the camera shakes, or jitters? And I think it's to do with the targeting onto the PhysX node? I have tried searching on here but hardly any r...
- Mon Jul 05, 2010 2:39 pm
- Forum: Advanced Help
- Topic: sphere scenenode of level of detail
- Replies: 9
- Views: 1408
However, if you do decide to use the Irrlicht terrain sphere node it is still limited, it'll only optimise down to a certain vertex count, whereas ovPlanet will continue to simplify as the camera moves further and further away, until it's only a few hundred vertexes, so ovPlanet is faster for a high...
- Mon Jul 05, 2010 2:33 pm
- Forum: Advanced Help
- Topic: sphere scenenode of level of detail
- Replies: 9
- Views: 1408
- Mon Jul 05, 2010 2:32 pm
- Forum: Advanced Help
- Topic: sphere scenenode of level of detail
- Replies: 9
- Views: 1408
Download this
http://www.freebasic.net/forum/viewtopic.php?t=3584
It's a FreeBasic Irrlicht wrapper, in the source someone has extended the STerrainSceneNode to STerrainSphereNode, just copy and paste into your project, that should sort your problem out
http://www.freebasic.net/forum/viewtopic.php?t=3584
It's a FreeBasic Irrlicht wrapper, in the source someone has extended the STerrainSceneNode to STerrainSphereNode, just copy and paste into your project, that should sort your problem out
- Sun Jul 04, 2010 12:44 pm
- Forum: Advanced Help
- Topic: sphere scenenode of level of detail
- Replies: 9
- Views: 1408
Sounds like you need a Chunked LOD 3rd party library like I'm trying to get to work with Irrlicht
http://www.organicvectory.com/index.php ... 2&Itemid=2
http://www.organicvectory.com/index.php ... 2&Itemid=2
- Sat Jul 03, 2010 12:19 pm
- Forum: Advanced Help
- Topic: Dynamic mesh creation
- Replies: 14
- Views: 3396
It doesn't seem to be the indexing which is slowing everything down, it's the adding of vertexes every frame which is doing it, but I don't know of another way of doing it, I've even tried this: for(u32 x = 0; x < nb_vertices; x++) { buffer->getVertexBuffer()[x].Pos.set(l_VertexData[x].m_Position[0]...
- Wed Jun 30, 2010 8:28 am
- Forum: Advanced Help
- Topic: Dynamic mesh creation
- Replies: 14
- Views: 3396
Oh and yes Infinity is very impressive, and from what I've read about ovPlanet it's a prime candidate to equal thier engine. It also allows you to easily integrate libnoise which can generate very impressive landscapes. Plus it can handle chunk streaming, I haven't got around to that stage of testin...
- Wed Jun 30, 2010 8:20 am
- Forum: Advanced Help
- Topic: Dynamic mesh creation
- Replies: 14
- Views: 3396
- Tue Jun 29, 2010 8:49 pm
- Forum: Advanced Help
- Topic: Dynamic mesh creation
- Replies: 14
- Views: 3396
Yes the terrain engine I am using has a LOD system, probably Chunked LOD. The engine supplies you with the following data: s_VertexData Which has position[3] normals[3] Text_coords[2] and s_TriangleData Which has vertex_Indices[3] The example they supply you with passes this data to OpenGL like so: ...
- Tue Jun 29, 2010 5:52 pm
- Forum: Advanced Help
- Topic: Dynamic mesh creation
- Replies: 14
- Views: 3396
Is it completely dynamic or does it have a few known configurations? What specifically are you using this for? It's a terrain engine geared around planetry scale environments, so at say 10000 miles into orbit the planet is only 200 polys, but as you move closer it adds detail to the terrain, so mou...
- Tue Jun 29, 2010 2:59 pm
- Forum: Advanced Help
- Topic: Dynamic mesh creation
- Replies: 14
- Views: 3396
Unless I'm interpreting this wrong, you're re-creating the mesh every single frame. That would be a big slow-down. Once you've created your vertex and index buffers, you can reuse them each frame. But the mesh I'm getting the data from is dynamically changing every frame, as in the vertex count, th...
- Tue Jun 29, 2010 2:56 pm
- Forum: Beginners Help
- Topic: lower number of polygons for terrain
- Replies: 3
- Views: 355
I think he is asking a similar very cut down version of my question I posted? How do you set the terrain scene node to be of a lower poly count, i.e. for when it's a lot further in the distance, the problem is it doesn't continue to tesselate to a lower poly count even when it's miles away from the ...
- Tue Jun 29, 2010 2:42 pm
- Forum: Advanced Help
- Topic: Dynamic mesh creation
- Replies: 14
- Views: 3396
Dynamic mesh creation
Hi there, I'm trying to draw a custom terrain mesh which get's it's data froma third party engine, I have got this working but it's running slow when the terrain becomes more detailed, I should study the TerrainSceneNode I know but that is hefty, mine is very much cut down, here is a snip of the cod...
- Thu Jun 24, 2010 1:07 pm
- Forum: Beginners Help
- Topic: Terrain lower LOD
- Replies: 3
- Views: 324
Maybe you need this?: virtual bool overrideLODDistance (s32 LOD, f64 newDistance)=0 http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_terrain_scene_node.html I did try this but there seems to be a set lowest setting for the terrain, I was perhaps refering to lowering the detail so that s...
- Thu Jun 24, 2010 12:33 pm
- Forum: Beginners Help
- Topic: Terrain lower LOD
- Replies: 3
- Views: 324
Terrain lower LOD
Hi There, is there anyway to setup the geo terrain scene node so that when the camera is very far away it lowers the level of detail further, seems a waist that the lod remains at a set detail even though the camera is killometres away? The reason I ask is that I am using a tiled version of the Irrl...