Search found 16 matches

by FreeFrags
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 :)
by FreeFrags
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
by FreeFrags
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...
by FreeFrags
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)             {            ...
by FreeFrags
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...
by FreeFrags
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;
by FreeFrags
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"
by FreeFrags
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...
by FreeFrags
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

Changed my TRACE: TRACE("Object pos: %lf %lf %lf \n", intersectWithPlane.X, intersectWithPlane.Y, intersectWithPlane.Z); I now get coordinates which seem plausible. But i realized when i zoom out the returned collision point changes. I think the coordinates are now relative to my camera? i...
by FreeFrags
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:...
by FreeFrags
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...
by FreeFrags
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...
by FreeFrags
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::...
by FreeFrags
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...
by FreeFrags
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...