Hi there.
How can i alter the terrain values after the same is rendered ?
i mean, like a SetPosition() or SetScale() ?
Search found 8 matches
- Wed Jun 17, 2009 4:23 pm
- Forum: Beginners Help
- Topic: How to edit the current rendered terrain!
- Replies: 0
- Views: 416
- Fri Jun 05, 2009 5:25 pm
- Forum: Beginners Help
- Topic: Creating a "layer" between Irrlicht and custom OO
- Replies: 5
- Views: 732
- Thu Jun 04, 2009 8:35 pm
- Forum: Beginners Help
- Topic: Creating a "layer" between Irrlicht and custom OO
- Replies: 5
- Views: 732
Hei
Hei man, thanx.
i think that you guys should understand more my problem viewing the code below;
this is a fragment of a class WORLD that in this exact momento has a SCENEMANAGER and TERRAINNODE.
The first question: If i assume that world must have at least a NODE FOR CAMERA, A NODE FOR TERRAIN, a ...
i think that you guys should understand more my problem viewing the code below;
this is a fragment of a class WORLD that in this exact momento has a SCENEMANAGER and TERRAINNODE.
The first question: If i assume that world must have at least a NODE FOR CAMERA, A NODE FOR TERRAIN, a ...
- Thu Jun 04, 2009 5:47 pm
- Forum: Beginners Help
- Topic: Creating a "layer" between Irrlicht and custom OO
- Replies: 5
- Views: 732
yeah right, but my question is if is healthy to create one class for each device.Cloudef wrote:Check out this thing i wrote, i guess its about same subject
like your code but splitting one class for device, another class for video, another for gui, another for scenes and so on...
- Thu Jun 04, 2009 6:35 am
- Forum: Beginners Help
- Topic: Creating a "layer" between Irrlicht and custom OO
- Replies: 5
- Views: 732
Creating a "layer" between Irrlicht and custom OO
Hi there.
Is there any option for programming irrlicht in a custom Oriented Object code ?
let me explain.
i know that irrlicht has a lot of functions for make anything i want, but in some moments the engine takes so much code that i lost myself.
I´m just wondering, it´s healthy for the code ...
Is there any option for programming irrlicht in a custom Oriented Object code ?
let me explain.
i know that irrlicht has a lot of functions for make anything i want, but in some moments the engine takes so much code that i lost myself.
I´m just wondering, it´s healthy for the code ...
- Wed Feb 11, 2009 4:17 pm
- Forum: Beginners Help
- Topic: how many nodes it´s healthy to use
- Replies: 6
- Views: 1410
- Wed Feb 11, 2009 3:58 pm
- Forum: Beginners Help
- Topic: how many nodes it´s healthy to use
- Replies: 6
- Views: 1410
- Wed Feb 11, 2009 2:49 am
- Forum: Beginners Help
- Topic: how many nodes it´s healthy to use
- Replies: 6
- Views: 1410
how many nodes it´s healthy to use
hi there.
i´m making some snags with irrlicht and i have one question.
When i create a node, the best practice is to use the only node and get all the stuff or for every scene (game scene) i create another one ?
Example:
Node for scenarios stuff
Node for water nodes
node for bla bla bla...
thanx ...
i´m making some snags with irrlicht and i have one question.
When i create a node, the best practice is to use the only node and get all the stuff or for every scene (game scene) i create another one ?
Example:
Node for scenarios stuff
Node for water nodes
node for bla bla bla...
thanx ...