Search found 9 matches

by Tempest
Mon Jul 23, 2012 1:27 pm
Forum: Beginners Help
Topic: Manually creating meshes (from vertexes)
Replies: 17
Views: 4225

Re: Manually creating meshes (from vertexes)

You never create a mesh there. Try something like this: irr::scene::SMesh* mymesh;       mymesh = new irr::scene::SMesh();         irr::scene::SMeshBuffer *buf = 0;     buf = new irr::scene::SMeshBuffer();     mymesh->addMeshBuffer(buf);         buf->drop(); After that, you feed your data into buf->...
by Tempest
Mon Jul 23, 2012 11:23 am
Forum: Beginners Help
Topic: Manually creating meshes (from vertexes)
Replies: 17
Views: 4225

Re: Manually creating meshes (from vertexes)

twitchyliquid64 wrote:Winding?
Means you have to give the vertices for the face in clockwise order.
twitchyliquid64 wrote:1. Generate a set of 6 vertices for each side of the cube.
4 per side will do, or 8 for the entire cube. You can use each vertex more than once, For example 0-1-2 and 1-3-2.
by Tempest
Mon Jul 23, 2012 8:13 am
Forum: Beginners Help
Topic: Manually creating meshes (from vertexes)
Replies: 17
Views: 4225

Re: Manually creating meshes (from vertexes)

You'd use an SMeshBuffer for this. Actually, reading your original post once more... since you only need cubes, maybe you don't need to mess with mesh manipulation at all but just use the primitive? Anyway... Does that mean that if I have u16 indices[] = { 0,2,1 }; It will create a triangle that ope...
by Tempest
Mon Jul 23, 2012 6:08 am
Forum: Beginners Help
Topic: Manually creating meshes (from vertexes)
Replies: 17
Views: 4225

Re: Manually creating meshes (from vertexes)

I did something similar recently and found tutorial #3 helpful.

The vertexes specify a point cloud.
The indices tell which vertexes are connected to form a triangle.
The normals are for defining the orientation.

Hope that helped a little.
by Tempest
Fri Jul 13, 2012 8:22 am
Forum: Beginners Help
Topic: SMeshBuffer Indices
Replies: 3
Views: 399

Re: SMeshBuffer Indices

Gotcha, thanks for the reply.

The 65k limit shouldn't be a problem for any of the models I'm working with. As to the winding order of the indices, I can only hope that they are in the right order in the source file, for how would I check that? :P
by Tempest
Fri Jul 13, 2012 6:21 am
Forum: Beginners Help
Topic: SMeshBuffer Indices
Replies: 3
Views: 399

SMeshBuffer Indices

Hello folks. I'm trying to load a POV-Ray mesh2 structure into my program and display it with Irrlicht. The task should be pretty straightforward; parse the file and stuff all the vertex and normal data into an SMeshBuffer, right? But I'm a little confused about the Indices. Since they are used to d...
by Tempest
Wed Jan 16, 2008 10:26 pm
Forum: Beginners Help
Topic: Load mesh from stream
Replies: 1
Views: 344

Load mesh from stream

The topic says it all, does Irrlicht provide a way to load a mesh (in this case a .3ds) from a stream instead of from a file?
by Tempest
Sat Jan 12, 2008 12:18 am
Forum: Advanced Help
Topic: Building with Borland Turbo C++
Replies: 25
Views: 3713

Yup.

/Edit: Please ignore me, it was just me being stupid. Works like a charm now. :)
Thanks again to Quibbler for the nice manual!
by Tempest
Sat Jan 12, 2008 12:08 am
Forum: Advanced Help
Topic: Building with Borland Turbo C++
Replies: 25
Views: 3713

I've been using BCB 6 and GLScene, but I've recently switched to BCB 2007 and can't get GLScene to work with it. So I checked if any of the "major" free 3D engines supported BCB and found this thread. I know it's months old now, but I hope that Quibbler is still around. :) I am using Irrli...