Search found 10 matches

by BobTheFish
Mon Mar 02, 2009 12:31 pm
Forum: Beginners Help
Topic: Wireframe (backfacing edges only) on top of solid render
Replies: 3
Views: 492

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 ...
by BobTheFish
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 ...
by BobTheFish
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/
by BobTheFish
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 ...
by BobTheFish
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 ...
by BobTheFish
Mon Feb 23, 2009 7:44 am
Forum: Beginners Help
Topic: A couple of IAnimatedMesh/Node Questions
Replies: 9
Views: 933

Maybe I'm looking in the wrong place (I've spent much time searching the api, google, wiki and forum) but I can't find a way to do it - the only calls available to IMeshBuffer are "get", there are no "set".
There are "append" calls but I would also like to remove arbitrary pieces of mesh.

The ...
by BobTheFish
Mon Feb 23, 2009 1:10 am
Forum: Beginners Help
Topic: A couple of IAnimatedMesh/Node Questions
Replies: 9
Views: 933

I promise I'll be careful :)

So there is a way to modify the MeshBuffer?
by BobTheFish
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 ...
by BobTheFish
Mon Oct 13, 2008 12:26 pm
Forum: Beginners Help
Topic: Shadow cost and LOD
Replies: 3
Views: 625

Halifax wrote:you reduce the two triangles
How? I'm not sure what this means.
I hope that helps.
Thanks, it does.
by BobTheFish
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 ...