Didn't get to try it until my next business trip, but it works:
ITerrainSceneNode* terrain = (ITerrainSceneNode*) smgr->getSceneNodeFromType(ESNT_TERRAIN);
io::IAttributes* attribs = device->getFileSystem()->createEmptyAttributes();
if (attribs)
{
terrain->serializeAttributes(attribs);
core ...
Search found 8 matches
- Tue May 13, 2008 2:21 am
- Forum: Advanced Help
- Topic: Heightmap File Name from TerrainSceneNode
- Replies: 3
- Views: 688
- Sat Apr 26, 2008 1:58 am
- Forum: Advanced Help
- Topic: Heightmap File Name from TerrainSceneNode
- Replies: 3
- Views: 688
Thanks...
Thanks, I'll try it.
- Tue Apr 22, 2008 3:08 am
- Forum: Advanced Help
- Topic: Heightmap File Name from TerrainSceneNode
- Replies: 3
- Views: 688
Heightmap File Name from TerrainSceneNode
I'm writing a scene editor that exports the scene to a .zip file. I need to retrieve the heightmap file name from the terrain scene node, but I can't find a suitable method to do so. Any ideas?
- Tue Apr 22, 2008 3:04 am
- Forum: Advanced Help
- Topic: Irrlicht vs Newton, collision comparison
- Replies: 5
- Views: 1099
I Use Both...
...Newton for my object physics, Irrlicht for camera collision with the terrain.
- Wed Feb 27, 2008 11:52 am
- Forum: Beginners Help
- Topic: Camera Terrain Collision in a wxWidgets Frame
- Replies: 3
- Views: 476
- Wed Feb 27, 2008 4:44 am
- Forum: Beginners Help
- Topic: Camera Terrain Collision in a wxWidgets Frame
- Replies: 3
- Views: 476
Camera Terrain Collision in a wxWidgets Frame
Okay, I have a test application that paints the Irrlicht viewport in a wxWidgets frame. I'm animating the camera with the wxWidgets event routines, like this:
void wxirrlichtFrm::wxirrlichtFrmKeyDown(wxKeyEvent& event)
{
// insert your code here
if (!cam) return;
float sp = 10.0f;
int k ...
void wxirrlichtFrm::wxirrlichtFrmKeyDown(wxKeyEvent& event)
{
// insert your code here
if (!cam) return;
float sp = 10.0f;
int k ...
- Mon Jan 07, 2008 5:50 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Irrlicth-Newton Demonstration with Irrlicht 1.4, Newton 1.53
- Replies: 23
- Views: 17753
NewtonMaterialSetCollisionCallback
NewtonMaterialSetCollisionCallback(...)
I think this will do what you're looking for; register a function to be called upon a contact. I'm guessing however; the demo code I posted above is my first Newton effort...
g
I think this will do what you're looking for; register a function to be called upon a contact. I'm guessing however; the demo code I posted above is my first Newton effort...
g
- Sun Jan 06, 2008 4:31 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Irrlicth-Newton Demonstration with Irrlicht 1.4, Newton 1.53
- Replies: 23
- Views: 17753
Irrlicth-Newton Demonstration with Irrlicht 1.4, Newton 1.53
I munged Mercior's demo to work:
/* Updated Mercior's Irrlicht-Newton Demonstration
by Glenn Butcher, Jan 2008
Uses Irrlicht 1.4 and Newton 1.53, compiles with Mingw/DevC++
Major changes:
- Change matrix4 to use theCMatrix4 template class
- Padded the Newton world because the bsp size didn't ...
/* Updated Mercior's Irrlicht-Newton Demonstration
by Glenn Butcher, Jan 2008
Uses Irrlicht 1.4 and Newton 1.53, compiles with Mingw/DevC++
Major changes:
- Change matrix4 to use theCMatrix4 template class
- Padded the Newton world because the bsp size didn't ...