Thank you, I like to try the solution with the second screenmanager.
Can please someone tell me how to do this? Last time I added a second screen manager and added the sun to it, it did not draw my sun (or just did not show it in my camera).
Sorry for being this annoying but the last time I used ...
Search found 34 matches
- Fri Feb 07, 2014 5:12 pm
- Forum: Beginners Help
- Topic: Disable viewDistance mesh culling?
- Replies: 8
- Views: 1196
- Thu Feb 06, 2014 12:15 pm
- Forum: Beginners Help
- Topic: Disable viewDistance mesh culling?
- Replies: 8
- Views: 1196
Re: Disable viewDistance mesh culling?
It's probably clipped by the far-plane which you can set for the camera. But using so different scales that you can see things a few meters away as well a few million kilometers (or miles) away will need some workaround. The problem is that the z-buffer only has a certain depth and also Irrlicht ...
- Wed Feb 05, 2014 6:23 pm
- Forum: Beginners Help
- Topic: Disable viewDistance mesh culling?
- Replies: 8
- Views: 1196
Disable viewDistance mesh culling?
Hello o/.
I'm currently trying to render a Solar System in which the player can walk on the planets and fly around in space.
I like to always draw the Sun in my scene regardless of its distance.
I already tried to set the Sun nodes Automatic culling to off but did not work.
here is the code ...
I'm currently trying to render a Solar System in which the player can walk on the planets and fly around in space.
I like to always draw the Sun in my scene regardless of its distance.
I already tried to set the Sun nodes Automatic culling to off but did not work.
here is the code ...
- Wed Feb 20, 2013 4:50 pm
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
#UPDATE!!: I tested OpenGL and the grid bugs only in DirectX 9 mode. In OpenGL It dont does weired stuff!
hm my grid still goes full retard when I create it with a smaller size than 18.
Here are 2 screens with size 16 from 2 diffrent angles:
http://i.imgur.com/irNj8BP.jpg
http://i.imgur.com ...
hm my grid still goes full retard when I create it with a smaller size than 18.
Here are 2 screens with size 16 from 2 diffrent angles:
http://i.imgur.com/irNj8BP.jpg
http://i.imgur.com ...
- Tue Feb 19, 2013 8:48 pm
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
Does getHeight (which you use to find y of vertices) suddenly return 0? Another explanation would be if you have used setScale on the node (or a parent) with y == 0.
I had the Y scale on 0.1f because my terrain was spikes with 1f. With 1f its working again Oo but my terrain now consists of spikes ...
I had the Y scale on 0.1f because my terrain was spikes with 1f. With 1f its working again Oo but my terrain now consists of spikes ...
- Tue Feb 19, 2013 8:26 pm
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
Thank you for the Tip and I understand you dont have time to answer all questions
.
But after using the driver->setTransform(ETS_WORLD, AbsoluteTransformation); my height (Y) dont work anymore of the vertices, it creates a flat grid with the size i defined. Did I miss something again?
But after using the driver->setTransform(ETS_WORLD, AbsoluteTransformation); my height (Y) dont work anymore of the vertices, it creates a flat grid with the size i defined. Did I miss something again?
- Tue Feb 19, 2013 5:55 pm
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
CuteAlien wrote:Hm, before I dig deeper please tell me which driver&OS you are using right now (opengl/directX, linux/windows) as behaviour for line-strips might not be the same everywhere.
Windows 7 x64, DirectX
- Tue Feb 19, 2013 5:53 pm
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
It dont vanishes the last 2 lines bug around and are pulled away to a single point outside of the terrain or the grid, I made a screenshot of it.
Sorry didnt gave you the parameters:
EDE_GridSceneNode* gridS = new EDE_GridSceneNode(scnNode, scnMgr);
gridS->initGridOverPositionTerrain(scnNode, 20 ...
Sorry didnt gave you the parameters:
EDE_GridSceneNode* gridS = new EDE_GridSceneNode(scnNode, scnMgr);
gridS->initGridOverPositionTerrain(scnNode, 20 ...
- Tue Feb 19, 2013 5:43 pm
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
That's suspicious - why would it only draw from point 1 to 2 when you give it a higher vertex count? Just to be sure we are talking about the same - the second parameter should still be withInCells and the 4th parameter should be 1. And that does only draw a single line and not a line-strip ...
- Tue Feb 19, 2013 5:21 pm
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
Could be the number of primitives should be 1 (I think that's the 4th parameter). I mean it's just one LINE_STRIP per loop with the length of widthInCells/heightInCells, right? Though I'm not certain why it works at all then or how it interprets any number > 1 for line_strips. Should probably try ...
- Tue Feb 19, 2013 4:00 pm
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
I have to draw every line horizontal and vertical by it self. Cant get it to work with your method.
Now got the diffrent sizes to work, but it still goes apeshit under 18 cells :(.
new renderFunction:
void EDE_GridSceneNode::renderGrid(IVideoDriver* driver, SColor color)
{
driver->setMaterial ...
Now got the diffrent sizes to work, but it still goes apeshit under 18 cells :(.
new renderFunction:
void EDE_GridSceneNode::renderGrid(IVideoDriver* driver, SColor color)
{
driver->setMaterial ...
- Tue Feb 19, 2013 1:22 pm
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
Like this:
void EDE_GridSceneNode::setupVertexArrays()
{
// Setting Up my 2D Grid Array
//////////////////////////////
verticesVertical = new S3DVertex*[this->heightInCells + 1];
for (int i = 0; i < this->heightInCells + 1; i++)
{
try
{
verticesVertical[i] = new S3DVertex[this ...
void EDE_GridSceneNode::setupVertexArrays()
{
// Setting Up my 2D Grid Array
//////////////////////////////
verticesVertical = new S3DVertex*[this->heightInCells + 1];
for (int i = 0; i < this->heightInCells + 1; i++)
{
try
{
verticesVertical[i] = new S3DVertex[this ...
- Tue Feb 19, 2013 12:54 pm
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
Im back with some problems and was wondering if someone seen this before or know maybe how to fix it.
Problem 1: If I make my grid smaller than 18 cells the render function goes apeshit, but my debug output dont indicate that the points are wrong.
17 Cells (apeshit):
http://i.imgur.com/E3RUbx1 ...
Problem 1: If I make my grid smaller than 18 cells the render function goes apeshit, but my debug output dont indicate that the points are wrong.
17 Cells (apeshit):
http://i.imgur.com/E3RUbx1 ...
- Tue Feb 12, 2013 12:45 am
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
Ok now my grid gets drawn with verticies and I still got 335 fps while drawing with cellspacing 1 unit :).
I draw now only the horizontal and vertical lines.
I have to fix the issue with the grid clipping into the terrain, and I also have to clean up the class and optimise it.
But here is what I ...
I draw now only the horizontal and vertical lines.
I have to fix the issue with the grid clipping into the terrain, and I also have to clean up the class and optimise it.
But here is what I ...
- Tue Feb 05, 2013 8:31 pm
- Forum: Beginners Help
- Topic: Irr1.8c++| How can i project a useable grid on to my Terrain
- Replies: 57
- Views: 5784
Re: Irr1.8c++| How can i project a useable grid on to my Ter
but when i increase the patchsize the terrain get smaller so 5100 is probably in pixels not in units. I have one time set the patchsize to 192 then the terrain was tiny and i have still drawn the same amount of cells as it were 17.
So the question still remains how can i get the real size of the ...
So the question still remains how can i get the real size of the ...