Thanks, that helps a lot!
It seems you can't set the node to do both at once?
I found a thread that suggests a way to do this (http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=23639) by calling the scene manager's DrawAll and then rendering each node again (modifying the material out and ...
Search found 10 matches
- Mon Mar 02, 2009 12:31 pm
- Forum: Beginners Help
- Topic: Wireframe (backfacing edges only) on top of solid render
- Replies: 3
- Views: 492
- Mon Mar 02, 2009 1:05 am
- Forum: Beginners Help
- Topic: Wireframe (backfacing edges only) on top of solid render
- Replies: 3
- Views: 492
Wireframe (backfacing edges only) on top of solid render
I know how to get Irrlicht to render something in wireframe instead of the usual solid, but I'm trying to figure out how to render black lines for the backfaces edges on top (see bottom of post for screenshot of effect).
It can be done easily with straight GL commands but I'd like to use Irrlicht ...
It can be done easily with straight GL commands but I'd like to use Irrlicht ...
- Wed Feb 25, 2009 9:29 pm
- Forum: Advanced Help
- Topic: particle based fire effect wrapping the flames around a mesh
- Replies: 30
- Views: 10167
The best particle fire tutorial I've seen so far is here:
http://www.gamedev.net/reference/art/fe ... Particles/
http://www.gamedev.net/reference/art/fe ... Particles/
- Mon Feb 23, 2009 2:09 pm
- Forum: Beginners Help
- Topic: A couple of IAnimatedMesh/Node Questions
- Replies: 9
- Views: 933
Why cast the u16* to an array? It's fine as it is ;)
I guess I was just hoping that the array would handle resizing memory for me, so I didn't have to do the stuff wiTTus describes.
This is especially important to me since if I allocate any new memory as described I can't see a way of changing the ...
I guess I was just hoping that the array would handle resizing memory for me, so I didn't have to do the stuff wiTTus describes.
This is especially important to me since if I allocate any new memory as described I can't see a way of changing the ...
- Mon Feb 23, 2009 1:15 pm
- Forum: Beginners Help
- Topic: A couple of IAnimatedMesh/Node Questions
- Replies: 9
- Views: 933
The void* has to be cast to a core::array<S3DVertex> or whatever vertex type is used.
Are you sure this sort of thing is possible? I tried for example to cast (for the indices) u16* to core::array<u16> and couldn't get a cast to compile. Perhaps my approach is wrong, what kind of cast should I be ...
Are you sure this sort of thing is possible? I tried for example to cast (for the indices) u16* to core::array<u16> and couldn't get a cast to compile. Perhaps my approach is wrong, what kind of cast should I be ...
- Mon Feb 23, 2009 7:44 am
- Forum: Beginners Help
- Topic: A couple of IAnimatedMesh/Node Questions
- Replies: 9
- Views: 933
- Mon Feb 23, 2009 1:10 am
- Forum: Beginners Help
- Topic: A couple of IAnimatedMesh/Node Questions
- Replies: 9
- Views: 933
- Sun Feb 22, 2009 2:41 pm
- Forum: Beginners Help
- Topic: A couple of IAnimatedMesh/Node Questions
- Replies: 9
- Views: 933
A couple of IAnimatedMesh/Node Questions
What's the easiest/best way to modify (add/remove/etc) the triangles in a mesh (e.g. IAnimatedMesh)?
Is it possible to force-feed animation to bones and joints to an IAnimatedMeshSceneNode, rather than relying on the animation data in the IAnimatedMesh? For example, how would I set the position and ...
Is it possible to force-feed animation to bones and joints to an IAnimatedMeshSceneNode, rather than relying on the animation data in the IAnimatedMesh? For example, how would I set the position and ...
- Mon Oct 13, 2008 12:26 pm
- Forum: Beginners Help
- Topic: Shadow cost and LOD
- Replies: 3
- Views: 625
- Mon Oct 13, 2008 6:26 am
- Forum: Beginners Help
- Topic: Shadow cost and LOD
- Replies: 3
- Views: 625
Shadow cost and LOD
How expensive in terms of performance are Irrlicht's stencil shadows? Is cost per-polygon, per-light or what?
Does Irrlicht have dynamic mesh LOD generation?
I'm making a game which involves large numbers of models at far distance but very few at close distance. I'd like them to be shadowed in ...
Does Irrlicht have dynamic mesh LOD generation?
I'm making a game which involves large numbers of models at far distance but very few at close distance. I'd like them to be shadowed in ...