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: 16651
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: 631
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: 631
[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) co...
- Wed Aug 15, 2012 8:19 am
- Forum: Beginners Help
- Topic: video::EIT_16BIT or video::EIT_32BIT
- Replies: 2
- Views: 379
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) { ...
- Wed Aug 15, 2012 7:03 am
- Forum: Beginners Help
- Topic: video::EIT_16BIT or video::EIT_32BIT
- Replies: 2
- Views: 379
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_pMes...
- Fri Aug 05, 2011 8:45 am
- Forum: Beginners Help
- Topic: Terrainscenenode viewed from below nothing visible
- Replies: 1
- Views: 101
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: 101
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: 1317
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 indexBuf...
- 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: 790
- 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: 790
Seven: - yes the code posted in the other post compiles - It however does much more than i need all i want to do is determine the position of the vertex om the screen. my goal is not to move the vertex. i just want to display the position and maybe give the hovered vertex a different color. blAaarg:...
- 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: 790
Yet another attempt :smile: I cant seem to get the result i would expect. I would expect when hovering the first added point the coordinate 0,0,0 would be traced. I noticed the code in the topic linked above uses a animated mesh but this isnt the problem is it? let me show you what i have so far Add...
- 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: 790
Hi I did another attempt to solve my problem. I found that the collision example is almost doing the same thing. so i tried implementing that code. unfortunately im still doing something wrong. irr::scene::IMeshSceneNode* meshSceneNode = m_smgr->addMeshSceneNode(pMesh); irr::scene::ITriangleSelector...
- 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: 790
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::core::...
- Fri Mar 26, 2010 8:33 am
- Forum: Beginners Help
- Topic: Displaying points
- Replies: 5
- Views: 383
So if i understand correctly splitting up the points into meshbuffers of 50.000 points would do the trick? something like this: for each 50.000 points if mesh contains 1 million points erase meshbuffer 0 (50.000 points) pushback new meshbuffer setDirty on each meshbuffer end if else pushback new mes...
- Thu Mar 25, 2010 4:03 pm
- Forum: Beginners Help
- Topic: Displaying points
- Replies: 5
- Views: 383
Thank you for your quick reply I must admit array i created was just stupid :) i had edited a piece of code i found on this forum but just forgot to remove that array, it as you said has no function what so ever :D The thickness was exactly what i was looking for i overlooked that variable in the SM...