Search found 10 matches
- 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.
- 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.
- 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...
- 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 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?
What would be the maximum polycount I can render without slowing things up?
- 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:
Just the mesh:
Just the mesh:
- 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.
- 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...
- 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...
- 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.
- 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...