I solved problem by adding the setSceneNodeRenderPass function.
It seems enough for now.
Thank you for teaching some methods.
thanks all.
Search found 42 matches
- Sat Aug 30, 2008 2:21 am
- Forum: Beginners Help
- Topic: [solved]How to manual rendering without drawAll.
- Replies: 9
- Views: 912
- Fri Aug 29, 2008 3:08 am
- Forum: Beginners Help
- Topic: [solved]How to manual rendering without drawAll.
- Replies: 9
- Views: 912
- Thu Aug 28, 2008 1:00 pm
- Forum: Beginners Help
- Topic: [solved]How to manual rendering without drawAll.
- Replies: 9
- Views: 912
- Thu Aug 28, 2008 7:42 am
- Forum: Beginners Help
- Topic: [solved]How to manual rendering without drawAll.
- Replies: 9
- Views: 912
[solved]How to manual rendering without drawAll.
I try this code.
but, the node was not rendering.
Is it possible?
IAnimatedMesh* mesh = Scene->getMesh("test.x");
IAnimatedMeshSceneNode* node = Scene->addAnimatedMeshSceneNode(mesh);
stringw str;
while(Device->run())
{
Driver->beginScene(true, true, SColor(0,0,100,100));
node ...
but, the node was not rendering.
Is it possible?
IAnimatedMesh* mesh = Scene->getMesh("test.x");
IAnimatedMeshSceneNode* node = Scene->addAnimatedMeshSceneNode(mesh);
stringw str;
while(Device->run())
{
Driver->beginScene(true, true, SColor(0,0,100,100));
node ...
- Mon Aug 25, 2008 1:06 pm
- Forum: Beginners Help
- Topic: [solved]Is this a unknown bug?
- Replies: 6
- Views: 628
- Mon Aug 25, 2008 12:02 pm
- Forum: Beginners Help
- Topic: [solved]Is this a unknown bug?
- Replies: 6
- Views: 628
- Mon Aug 25, 2008 2:49 am
- Forum: Beginners Help
- Topic: [solved]Is this a unknown bug?
- Replies: 6
- Views: 628
- Sun Aug 24, 2008 4:05 am
- Forum: Beginners Help
- Topic: [solved]Is this a unknown bug?
- Replies: 6
- Views: 628
- Sat Aug 23, 2008 10:59 am
- Forum: Beginners Help
- Topic: [solved]Is this a unknown bug?
- Replies: 6
- Views: 628
[solved]Is this a unknown bug?
I want to draw the shadow on ground.
The material type of the ground node is EMT_TRANSPARENT_ALPHA_CHANNEL.
because it have warter material.
and, The material type of the shadow node is
EMT_TRANSPARENT_ALPHA_CHANNEL, too.
but...the shadow is not drawn sometimes correctly.
what should i do ...
The material type of the ground node is EMT_TRANSPARENT_ALPHA_CHANNEL.
because it have warter material.
and, The material type of the shadow node is
EMT_TRANSPARENT_ALPHA_CHANNEL, too.
but...the shadow is not drawn sometimes correctly.
what should i do ...
- Fri Aug 15, 2008 6:22 am
- Forum: Beginners Help
- Topic: how to get material of ground where ray intersects?
- Replies: 0
- Views: 111
how to get material of ground where ray intersects?
Is it possible in irrlicht?
Could you teach the method of doing this?
The material seems not to be contained in triangle returned by getCollisionPoint.
Could you teach the method of doing this?
The material seems not to be contained in triangle returned by getCollisionPoint.
- Fri Aug 15, 2008 6:21 am
- Forum: Beginners Help
- Topic: How to get material of ground where ray intersects?
- Replies: 0
- Views: 130
How to get material of ground where ray intersects?
Is it possible in irrlicht?
Could you teach the method of doing this?
The material seems not to be contained in triangle returned by getCollisionPoint.
Could you teach the method of doing this?
The material seems not to be contained in triangle returned by getCollisionPoint.
- Sat Aug 09, 2008 1:13 pm
- Forum: Beginners Help
- Topic: [solved (no bug)] BoundingBox bug?
- Replies: 3
- Views: 276
- Fri Aug 08, 2008 9:46 pm
- Forum: Beginners Help
- Topic: [solved (no bug)] BoundingBox bug?
- Replies: 3
- Views: 276
[solved (no bug)] BoundingBox bug?
I discovered the strangeness of boundingbox.
When octree node is added, boundingbox doesn't follow to the position of
the character node.
Is this a Irrlicht bug?
this worked correctly.
/* //create ground mesh
IAnimatedMesh* mesh = Scene->getMesh("ground.x");
ISceneNode* otNode = Scene ...
When octree node is added, boundingbox doesn't follow to the position of
the character node.
Is this a Irrlicht bug?
this worked correctly.
/* //create ground mesh
IAnimatedMesh* mesh = Scene->getMesh("ground.x");
ISceneNode* otNode = Scene ...
- Sun Aug 03, 2008 3:46 pm
- Forum: Beginners Help
- Topic: draw2DImage bug?
- Replies: 3
- Views: 272
- Sun Aug 03, 2008 2:57 pm
- Forum: Beginners Help
- Topic: draw2DImage bug?
- Replies: 3
- Views: 272
draw2DImage bug?
i want to use draw2DImage 6 param version.
this is my code:
Driver->draw2DImage(tex,rect<s32>(100,100,200,500),rect<s32>(0,0,1000,1000),rect<s32>(0,0,0,0),SColor(100,100,100,100),false);
but, it is compile error.
error C2664:
'void irr::video::IVideoDriver::draw2DImage(const irr::video ...
this is my code:
Driver->draw2DImage(tex,rect<s32>(100,100,200,500),rect<s32>(0,0,1000,1000),rect<s32>(0,0,0,0),SColor(100,100,100,100),false);
but, it is compile error.
error C2664:
'void irr::video::IVideoDriver::draw2DImage(const irr::video ...