Search found 37 matches

by Gorbstein
Tue Jan 11, 2011 10:23 am
Forum: Beginners Help
Topic: Point sprites
Replies: 1
Views: 281

Point sprites

I noticed in the Irrlicht feature list that it supports point sprites.

Can someone give me an example of how to texture and draw a point sprite using Irrlicht, rather than using an IBillboardSceneNode?

Cheers!
by Gorbstein
Fri Jan 07, 2011 5:44 pm
Forum: Beginners Help
Topic: Rendering far away objects while keeping Z-resolution
Replies: 3
Views: 236

Fixed. Was looking in IrrlichtDevice for creating a new scenemanager when I should have been looking in ISceneManager.

All works now. Thanks.
by Gorbstein
Fri Jan 07, 2011 2:59 pm
Forum: Beginners Help
Topic: Rendering far away objects while keeping Z-resolution
Replies: 3
Views: 236

Aha, didn't realise i could create a new scene manager, I thought I was limited to one. I think this may solve my problem.

D
by Gorbstein
Fri Jan 07, 2011 2:47 pm
Forum: Beginners Help
Topic: Scene with lots of scenenodes - is there a quadtree/octree?
Replies: 1
Views: 182

Scene with lots of scenenodes - is there a quadtree/octree?

Being new to irrlicht I'm not sure if I'm understanding how the scenegraph works, but this is the problem I've run into: Lets say I have a game with a large world which can have 1000s of entities flying around. Since each one has a mesh and a position I'd have a scenenode for each entitiy.. yes? In ...
by Gorbstein
Fri Jan 07, 2011 2:33 pm
Forum: Beginners Help
Topic: Rendering far away objects while keeping Z-resolution
Replies: 3
Views: 236

Rendering far away objects while keeping Z-resolution

I'm making a simple top-down view 3d space game and I want to render a distant starfield in the background. I don't want it to be glued to the player like a skybox - I want the starfield to appear to move slowly relative to my ship movement. (I'm not going for realism, I'm going for fun.) I also wan...
by Gorbstein
Thu Nov 26, 2009 12:43 pm
Forum: Advanced Help
Topic: quad/n-gon data.. how to convert to triangles?
Replies: 2
Views: 505

Thanks, not sure why I didn't think of using the triangle fan idea to triangulate the quads. It now works fine. Concave polygons mess up, but that's ok because they're very rarely used by the developers. Code I used was simply: if number_of_indices is a multple of 3 add indices straight from file el...
by Gorbstein
Wed Nov 25, 2009 9:03 pm
Forum: Advanced Help
Topic: quad/n-gon data.. how to convert to triangles?
Replies: 2
Views: 505

quad/n-gon data.. how to convert to triangles?

I'm in the process of writing a simple editor for an old and rather obscure game. I'm at the stage of writing code to import its 3d models into my engine built on irrlicht. I have successfully managed to import the data into custom SMeshBuffer/SMesh objects, and largely it works well. However, I not...