Hybrid,
Thanks for the hint ! Indeed the getMesh(0) was the right hint.
Let me recap for others running in the same problems. The correct working code is...
scene::IAnimatedMesh *mesh_animated = engine.scene->addHillPlaneMesh( (const irr::c8 *) "myHill_spikes",
a,
b,
0,
0,
c,
d ...
Search found 7 matches
- Tue Mar 18, 2008 8:04 pm
- Forum: Advanced Help
- Topic: Animating hillplane/terrain .. mesh locked ? Strategy wrong?
- Replies: 7
- Views: 904
- Tue Mar 18, 2008 4:00 pm
- Forum: Advanced Help
- Topic: Animating hillplane/terrain .. mesh locked ? Strategy wrong?
- Replies: 7
- Views: 904
addHillPlaneMesh addMeshBuffer/getMeshBufferCounter *BUG* ?
Autsch,
JA, 1.5 has maybe everything - and the other comment was rather spam-kind of.
I dont understand why addHillPlaneMesh is not creating a "proper" mesh ? Technically, and logically !
Lets take you through the irrlicht engine code
IAnimatedMesh* CSceneManager::addHillPlaneMesh ...
JA, 1.5 has maybe everything - and the other comment was rather spam-kind of.
I dont understand why addHillPlaneMesh is not creating a "proper" mesh ? Technically, and logically !
Lets take you through the irrlicht engine code
IAnimatedMesh* CSceneManager::addHillPlaneMesh ...
- Sun Mar 16, 2008 11:45 pm
- Forum: Advanced Help
- Topic: Animating hillplane/terrain .. mesh locked ? Strategy wrong?
- Replies: 7
- Views: 904
Animating hillplane/terrain .. mesh locked ? Strategy wrong?
addHillPlaneMesh creates a Node where I am not able to access/animate the underlying mesh.
My main aim is that I just want to generate a terrain/hillplane where i can randomly animate the hills heights using the vertex indices.
Obviously I progressed to get things right, but I have trouble to ...
My main aim is that I just want to generate a terrain/hillplane where i can randomly animate the hills heights using the vertex indices.
Obviously I progressed to get things right, but I have trouble to ...
- Fri Feb 29, 2008 7:19 pm
- Forum: Advanced Help
- Topic: Tried separate render thread: isWindowActive returns false?!
- Replies: 3
- Views: 649
- Tue Feb 26, 2008 9:28 pm
- Forum: Code Snippets
- Topic: (c++/OpenGL) Motionblur
- Replies: 33
- Views: 27277
code updated
Followed the threads and tested the code. Just to paste the working code with the latest irrlicht:
#ifndef __POST_PROCESS_EFFECT_MOTION_BLUR__
#define __POST_PROCESS_EFFECT_MOTION_BLUR__
#include "irrlicht.h"
using namespace irr;
using namespace core;
using namespace scene;
using namespace ...
#ifndef __POST_PROCESS_EFFECT_MOTION_BLUR__
#define __POST_PROCESS_EFFECT_MOTION_BLUR__
#include "irrlicht.h"
using namespace irr;
using namespace core;
using namespace scene;
using namespace ...
- Tue Feb 26, 2008 9:25 pm
- Forum: Advanced Help
- Topic: Tried separate render thread: isWindowActive returns false?!
- Replies: 3
- Views: 649
Tried separate render thread: isWindowActive returns false?!
i came up with the idea to have irrlicht rendering and physics in separate threads. I use irrlicht for displaying custom physical simulations. As the physics solver is heavy, it always hangs when I integrated it into the main loop rendering.
My attempt to seperate it into thread (code below ...
My attempt to seperate it into thread (code below ...
- Tue Feb 26, 2008 9:16 pm
- Forum: Code Snippets
- Topic: Background loading within another thread on Linux using POSIX
- Replies: 11
- Views: 4601
irrlicht can be multithreaded with this patch ?
I just came across fences when a have a separate irrlicht render thread. The window was not painting any more if the while(-run()) loop is in another thread (boost thread).
Does this mean irrlicht was not capable of these things, *BUT* this modification shall fix it ?
Does this mean irrlicht was not capable of these things, *BUT* this modification shall fix it ?