Search found 16 matches
- Fri Nov 30, 2012 1:21 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Hardware instancing patch... please can we get it in 1.8.0??
- Replies: 62
- Views: 24583
Re: Hardware instancing patch... please can we get it in 1.8
Any progress on merging FVF with the trunk? Following this thread closely 
- Wed Aug 15, 2012 1:30 pm
- Forum: Bug reports
- Topic: [Solved in trunk] CMeshManipulator recalculateNormals 32bit
- Replies: 2
- Views: 745
Re: [Solved in trunk] CMeshManipulator recalculateNormals 32
Thanks for your reply I checked the trunk and applied copied the patch of the following function and it works
Code: Select all
void CMeshManipulator::recalculateNormals(IMeshBuffer* buffer, bool smooth, bool angleWeighted) const- Wed Aug 15, 2012 10:39 am
- Forum: Bug reports
- Topic: [Solved in trunk] CMeshManipulator recalculateNormals 32bit
- Replies: 2
- Views: 745
[Solved in trunk] CMeshManipulator recalculateNormals 32bit
I have a DynamicMeshBuffer which has the vertex and index type set to irr::video::EIT_32BIT.
Im trying to do a CMeshManipulator::recalculateNormals on a the buffer. Which means this function is called:
void CMeshManipulator::recalculateNormals(IMeshBuffer* buffer, bool smooth, bool angleWeighted ...
Im trying to do a CMeshManipulator::recalculateNormals on a the buffer. Which means this function is called:
void CMeshManipulator::recalculateNormals(IMeshBuffer* buffer, bool smooth, bool angleWeighted ...
- Wed Aug 15, 2012 8:19 am
- Forum: Beginners Help
- Topic: video::EIT_16BIT or video::EIT_32BIT
- Replies: 2
- Views: 501
Re: video::EIT_16BIT or video::EIT_32BIT
Investigated this and it seems that this would be the best way of doing it as the values of the lists are either 16 or 32 bit.
CIndexBuffer.h
virtual void setType(video::E_INDEX_TYPE IndexType)
{
IIndexList *NewIndices=0;
switch (IndexType)
{
case video::EIT_16BIT:
{
NewIndices=new ...
CIndexBuffer.h
virtual void setType(video::E_INDEX_TYPE IndexType)
{
IIndexList *NewIndices=0;
switch (IndexType)
{
case video::EIT_16BIT:
{
NewIndices=new ...
- Wed Aug 15, 2012 7:03 am
- Forum: Beginners Help
- Topic: video::EIT_16BIT or video::EIT_32BIT
- Replies: 2
- Views: 501
video::EIT_16BIT or video::EIT_32BIT
im creating a meshbuffer now i noticed that you can choose between a 16 bit and a 32 bit index type. i currently have a count of the vertices i want to load into a buffer, but i would like to eliminate this step. This is how i determine which type to use now:
if (m_nVertices <= 65536)
m ...
if (m_nVertices <= 65536)
m ...
- Fri Aug 05, 2011 8:45 am
- Forum: Beginners Help
- Topic: Terrainscenenode viewed from below nothing visible
- Replies: 1
- Views: 140
Re: Terrainscenenode viewed from below nothing visible
found it :
Mesh->getMeshBuffer(0)->getMaterial().BackfaceCulling = false;
Mesh->getMeshBuffer(0)->getMaterial().BackfaceCulling = false;
- Fri Aug 05, 2011 8:05 am
- Forum: Beginners Help
- Topic: Terrainscenenode viewed from below nothing visible
- Replies: 1
- Views: 140
Terrainscenenode viewed from below nothing visible
Hi
im looking at the terrainrendering example, i was wondering how i can view the terrain from the bottom too... now the terrain "disappears"
im looking at the terrainrendering example, i was wondering how i can view the terrain from the bottom too... now the terrain "disappears"
- Thu Apr 15, 2010 8:09 am
- Forum: Beginners Help
- Topic: drawVertexPrimitiveList
- Replies: 1
- Views: 1374
drawVertexPrimitiveList
Hi,
I cant seem to figure out how to use drawVertexPrimitiveList
I tried the following:
A for loop creating the data to be drawn
//This is a irr::scene::CVertexBuffer
vertexBuffer->push_back(pointVertex);
//This is a irr::scene::CIndexBuffer*
//Filled with values from 0 - number of vertices ...
I cant seem to figure out how to use drawVertexPrimitiveList
I tried the following:
A for loop creating the data to be drawn
//This is a irr::scene::CVertexBuffer
vertexBuffer->push_back(pointVertex);
//This is a irr::scene::CIndexBuffer*
//Filled with values from 0 - number of vertices ...
- Thu Apr 08, 2010 8:50 am
- Forum: Beginners Help
- Topic: position of a vertex in a meshwhich is hovered by mouse
- Replies: 7
- Views: 989
- Thu Apr 08, 2010 8:31 am
- Forum: Beginners Help
- Topic: position of a vertex in a meshwhich is hovered by mouse
- Replies: 7
- Views: 989
- Wed Apr 07, 2010 9:52 am
- Forum: Beginners Help
- Topic: position of a vertex in a meshwhich is hovered by mouse
- Replies: 7
- Views: 989
- Fri Apr 02, 2010 8:03 am
- Forum: Beginners Help
- Topic: position of a vertex in a meshwhich is hovered by mouse
- Replies: 7
- Views: 989
- Thu Apr 01, 2010 11:21 am
- Forum: Beginners Help
- Topic: position of a vertex in a meshwhich is hovered by mouse
- Replies: 7
- Views: 989
position of a vertex in a meshwhich is hovered by mouse
Hi
Im trying to get the position of a vertex in a mesh buffer which is hovered by the mouse.
I tried the following code:
irr::scene::ISceneNode* node = m_smgr->getSceneCollisionManager()->getSceneNodeFromScreenCoordinatesBB(m_device->getCursorControl()->getPosition());
if(node != NULL)
{
irr ...
Im trying to get the position of a vertex in a mesh buffer which is hovered by the mouse.
I tried the following code:
irr::scene::ISceneNode* node = m_smgr->getSceneCollisionManager()->getSceneNodeFromScreenCoordinatesBB(m_device->getCursorControl()->getPosition());
if(node != NULL)
{
irr ...
- Fri Mar 26, 2010 8:33 am
- Forum: Beginners Help
- Topic: Displaying points
- Replies: 5
- Views: 455
- Thu Mar 25, 2010 4:03 pm
- Forum: Beginners Help
- Topic: Displaying points
- Replies: 5
- Views: 455