Hi Mel,
you seem to misunderstood the question. It's not about performance, it is about drawing 3d triangle function color does not work. Anyways I solved the problem yesterday this is what I needed to set as material during render function:
video::IVideoDriver* driver = SceneManager ...
Search found 130 matches
- Fri Oct 12, 2012 6:46 am
- Forum: Beginners Help
- Topic: draw3DTrianglecolor won't work
- Replies: 4
- Views: 495
- Thu Oct 11, 2012 7:00 pm
- Forum: Beginners Help
- Topic: draw3DTrianglecolor won't work
- Replies: 4
- Views: 495
Re: draw3DTrianglecolor won't work
no use of CBillboardSceneNode. so nobody knows why colorful triangles wont work?
- Tue Oct 09, 2012 5:47 pm
- Forum: Beginners Help
- Topic: draw3DTrianglecolor won't work
- Replies: 4
- Views: 495
draw3DTrianglecolor won't work
Hi everybody,
I would like to draw a 3d rectangle, so I created a class class CQuadrangleSceneNode : public scene::ISceneNode and this is the render function:
void CQuadrangleSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setMaterial(getMaterial(0 ...
I would like to draw a 3d rectangle, so I created a class class CQuadrangleSceneNode : public scene::ISceneNode and this is the render function:
void CQuadrangleSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setMaterial(getMaterial(0 ...
- Sat Nov 20, 2010 4:28 pm
- Forum: Bug reports
- Topic: getTexture returns wrong texture if ...
- Replies: 0
- Views: 683
getTexture returns wrong texture if ...
hi guys,
I figured out if I add a folder to file system:
g_smgr->getFileSystem()->addFileArchive("data", true, false, io::EFAT_FOLDER);
Get texture can return wrong texture, like I request a.png and it returns me b.png:
ITexture* wrong_one = driver->getTexture("a.png");
And it is I guess ...
I figured out if I add a folder to file system:
g_smgr->getFileSystem()->addFileArchive("data", true, false, io::EFAT_FOLDER);
Get texture can return wrong texture, like I request a.png and it returns me b.png:
ITexture* wrong_one = driver->getTexture("a.png");
And it is I guess ...
- Thu Nov 18, 2010 5:32 pm
- Forum: Bug reports
- Topic: possible bug found: rendering to texture
- Replies: 9
- Views: 1644
- Wed Nov 17, 2010 2:37 pm
- Forum: Bug reports
- Topic: possible bug found: rendering to texture
- Replies: 9
- Views: 1644
- Tue Nov 16, 2010 4:57 pm
- Forum: Bug reports
- Topic: possible bug found: rendering to texture
- Replies: 9
- Views: 1644
possible bug found, please check here..
OK I think the problem is when I am rendering to texture the depth buffer is not working and if I render the closer element to cam after others everything's fine, but if I render the closer element before further elements than it overrides pixels..
But If I render the same scene using backbuffer ...
But If I render the same scene using backbuffer ...
- Tue Nov 16, 2010 4:14 pm
- Forum: Bug reports
- Topic: possible bug found: rendering to texture
- Replies: 9
- Views: 1644
- Tue Nov 16, 2010 1:27 pm
- Forum: Bug reports
- Topic: possible bug found: rendering to texture
- Replies: 9
- Views: 1644
- Mon Nov 15, 2010 4:03 pm
- Forum: Advanced Help
- Topic: convert LPD3DXMESH to SMeshBuffer
- Replies: 1
- Views: 904
- Mon Nov 15, 2010 11:27 am
- Forum: Bug reports
- Topic: possible bug found: rendering to texture
- Replies: 9
- Views: 1644
- Sun Nov 14, 2010 5:47 pm
- Forum: Advanced Help
- Topic: convert LPD3DXMESH to SMeshBuffer
- Replies: 1
- Views: 904
convert LPD3DXMESH to SMeshBuffer
hi,
i am looking for a way to convert my d3dxmesh to smeshbuffer. I created this dx mesh from 3dfont.. any way to do it easily?
i am looking for a way to convert my d3dxmesh to smeshbuffer. I created this dx mesh from 3dfont.. any way to do it easily?
- Sat Nov 13, 2010 7:36 pm
- Forum: Bug reports
- Topic: possible bug found: rendering to texture
- Replies: 9
- Views: 1644
possible bug found: rendering to texture
hi guys,
in my application, if I use SetRenderTarget function and render scene to a custom texture I get a nice colorful visual render :) If I render it to screen directly I do not get the same render...
I figured out if I draw my texture image without using alpha channel I get this same bad ...
in my application, if I use SetRenderTarget function and render scene to a custom texture I get a nice colorful visual render :) If I render it to screen directly I do not get the same render...
I figured out if I draw my texture image without using alpha channel I get this same bad ...
- Sun Nov 07, 2010 11:48 am
- Forum: Advanced Help
- Topic: viewing frustum volume detection
- Replies: 7
- Views: 1215
- Sun Nov 07, 2010 5:30 am
- Forum: Advanced Help
- Topic: viewing frustum volume detection
- Replies: 7
- Views: 1215
sorry I didn't notice I write "hi guys" to topic... I do not have a scenenode object, I got a aabbox (not a mesh). And is culled uses occlusion culling which I do not need. I am asking for a function that computes frustum volume and tests if bbox is fully inside (not only the corners of box).. so I ...

