Search found 9 matches
- 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->...
- 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)
Means you have to give the vertices for the face in clockwise order.twitchyliquid64 wrote:Winding?
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.twitchyliquid64 wrote:1. Generate a set of 6 vertices for each side of the cube.
- 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...
- 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.
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.
- 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?
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?
- 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...
- 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?
- Sat Jan 12, 2008 12:18 am
- Forum: Advanced Help
- Topic: Building with Borland Turbo C++
- Replies: 25
- Views: 3713
- Sat Jan 12, 2008 12:08 am
- Forum: Advanced Help
- Topic: Building with Borland Turbo C++
- Replies: 25
- Views: 3713