Search found 10 matches

by itsagam
Sat Sep 15, 2012 2:51 pm
Forum: Code Snippets
Topic: Gile[s] loader
Replies: 23
Views: 8045

Re: Gile[s] loader

The link is dead, can anyone upload it. Googling it doesn't help.
by itsagam
Sat Sep 15, 2012 1:29 pm
Forum: Code Snippets
Topic: Example use of the Recast Navigation Library in Irrlicht
Replies: 1
Views: 2825

Re: Example use of the Recast Navigation Library in Irrlicht

Simply great! Thanks a ton for sharing this stuff. It just would've great if somebody could've integrated your Waypoint Pathfinding, IrrAI, and this. IrrAI is easy to integrate in a project but lacks finishing, like smooth path by spline and marking nodes reserved, the very two things you provide.
by itsagam
Sun Sep 09, 2012 11:17 pm
Forum: Beginners Help
Topic: Scaling a parallax map texture
Replies: 2
Views: 442

Scaling a parallax map texture

I am using parallax mapping and have a brick texture on the surface of a wall. The problem is it appears simply too large and I cannot scale it down. The way I scale down textures is getMaterial(0).getTextureMatrix(0).setScale()/setTextureScale()/setTextureScaleCenter() But these have no effect at a...
by itsagam
Wed Jan 18, 2012 1:12 pm
Forum: Beginners Help
Topic: Fast loading and rendering of large meshes
Replies: 12
Views: 889

Re: Fast loading and rendering of large meshes

The model is indeed made with Sketchup :oops: Using setHardwareMappingHint didn't help much. Would try the other methods and report back, meanwhile, trying my best to get the polycount as low as possible.

What would be the maximum polycount I can render without slowing things up?
by itsagam
Tue Jan 17, 2012 5:25 pm
Forum: Beginners Help
Topic: Fast loading and rendering of large meshes
Replies: 12
Views: 889

Re: Fast loading and rendering of large meshes

In-game:
Image

Just the mesh:
Image
by itsagam
Tue Jan 17, 2012 4:46 pm
Forum: Beginners Help
Topic: Fast loading and rendering of large meshes
Replies: 12
Views: 889

Re: Fast loading and rendering of large meshes

Thanks for the breezy reply! Using 1.7.2 (OctTree was a mistake, I typed it). Polycount is 250000+ and the scene isn't that complex, 4 buildings connected by outdoor corridoors, mid-level detail. I'll post an screenshot in a minute.
by itsagam
Tue Jan 17, 2012 4:28 pm
Forum: Beginners Help
Topic: Fast loading and rendering of large meshes
Replies: 12
Views: 889

Fast loading and rendering of large meshes

Hi, I am loading a level mesh with half a million vertices and faces. The mesh itself does not cover a really large area, it just has a good amount of vertices. Here's how I do it: createOctTreeSceneNode(smgr->getMesh("level.obj")); The problem is that both the loading and rendering are re...
by itsagam
Thu Dec 29, 2011 6:12 am
Forum: Game Programming
Topic: Attaching extra information to a Scene Node
Replies: 14
Views: 4332

Re: Attaching extra information to a Scene Node

@Brainsaw Can you post some code of a custom node scene node that addresses this? I'm doing it this way class EntitySceneNode : public ISceneNode { protected:         aabbox3d<f32> Box;         S3DVertex Vertices[4];         SMaterial Material;                 void* userData; public:         EntityS...
by itsagam
Wed Dec 28, 2011 2:38 pm
Forum: Game Programming
Topic: Attaching extra information to a Scene Node
Replies: 14
Views: 4332

Re: Attaching extra information to a Scene Node

Thanks for the heads up! Sticking to custom scene nodes, I fear I might get into issues like managing IDs or housekeeping the map separately.
by itsagam
Wed Dec 28, 2011 3:54 am
Forum: Game Programming
Topic: Attaching extra information to a Scene Node
Replies: 14
Views: 4332

Attaching extra information to a Scene Node

What would be the best way to attach information to a scene node so I can extract it when I'm picking the scene node doing raycasting. I have an Enemy class that contains a reference to an AnimatedMeshSceneNode. So what would be the nicest way to get the reference to the Enemy class so that I can, s...