Im always though that it isnt performance wise to split model to multible meshes.
I dont think irrlicht frustum cull every mesh, but models, but still.
Correct if Im wrong?
Search found 64 matches
- Fri May 17, 2013 2:49 am
- Forum: Beginners Help
- Topic: Collision Bounding Bodies and Models
- Replies: 6
- Views: 604
- Fri May 17, 2013 2:30 am
- Forum: Beginners Help
- Topic: Collision Bounding Bodies and Models
- Replies: 6
- Views: 604
Re: Collision Bounding Bodies and Models
If using bounding box, ie car, which is only one model. There is lower-part and upper-part which should use different collision shapes (because upperpart isnt as wide as lower part (when looking at side view)). So there one must still create these manually (or using per-poly collision, dont remember...
- Fri May 17, 2013 2:09 am
- Forum: Beginners Help
- Topic: Collision Bounding Bodies and Models
- Replies: 6
- Views: 604
Re: Collision Bounding Bodies and Models
I havent done this by myself but I might create collision shapes with blender/3dsmax and name these COLL_* and then parse them in code, and create shapes from them. I think with boxes this works, and maybe spheres but ellpisoids I dont know. Or get these dimensioins in blender and put them in collis...
- Wed May 15, 2013 5:02 am
- Forum: Code Snippets
- Topic: [TUTORIAL???] Volumetric Fog + Bloom
- Replies: 12
- Views: 3632
Re: [TUTORIAL???] Volumetric Fog + Bloom
Some code from my unfinished def renderer (so you get the idea). It creates 3 RT and renders all of them at once. init: irr::core::array<irr::video::IRenderTarget> multiRenderTarget; colorRT = driver->addRenderTargetTexture(core::dimension2d<u32>(w,h), "colorMap", ECF_A8R8G8B8); ...
- Tue May 14, 2013 6:02 pm
- Forum: Code Snippets
- Topic: [TUTORIAL???] Volumetric Fog + Bloom
- Replies: 12
- Views: 3632
Re: [TUTORIAL???] Volumetric Fog + Bloom
You can do that using MRT.I didn't see a way of drawing the scene and at the same time drawing it's depth map to another texture.
- Tue May 14, 2013 8:43 am
- Forum: Beginners Help
- Topic: Thousands of trees? Model details/billboard
- Replies: 19
- Views: 2191
Re: Thousands of trees? Model details/billboard
Can i still rotate, move and scale the individual nodes even if their meshes is combined or how does this work? No. When using CMeshCombiner, it creates 1 object which contains all data. Can i remove one of them later on or do i need to redo the combination then? Cant remove invidual object...
- Tue May 14, 2013 7:18 am
- Forum: Beginners Help
- Topic: Thousands of trees? Model details/billboard
- Replies: 19
- Views: 2191
Re: Thousands of trees? Model details/billboard
But i guess it helps in drawing models as well... (As seen with the dwarfs). You can batch static models, you cant animate batched models. Got fps 150 -> 300 when batched my grass. array<IMeshSceneNode*> nodes; for(int q=0;q<10000;q++) { const float S=50; ...
- Fri May 10, 2013 2:46 pm
- Forum: Beginners Help
- Topic: Collision node name
- Replies: 2
- Views: 346
Collision node name
Noticed that if(collMananger->getCollisionPoint(ray, selector, point, triangle, node)) { sphere.getNode()->setPosition(point); printf("> %s \n", node->getName()); } gives sometime right and sometime wrong node-name. Sp...
- Thu May 09, 2013 9:42 am
- Forum: Beginners Help
- Topic: Transparent planes
- Replies: 2
- Views: 258
Re: Transparent planes
Oops somehow I missed that one, now it works right. Thanks.
- Thu May 09, 2013 9:25 am
- Forum: Beginners Help
- Topic: Transparent planes
- Replies: 2
- Views: 258
Transparent planes
If I create, say bush, with planes (with image of leaves, includes alpha channel), I want to read+write to zbuffer but only where alpha!=0. Havent succeeded with this yet. Current code: sceneManager->getParameters()->setAttribute(ALLOW_ZWRITE_ON_TRANSPARENT, true); ITexture *imag...
- Thu May 09, 2013 4:51 am
- Forum: Beginners Help
- Topic: Shader parameters
- Replies: 1
- Views: 192
Shader parameters
Can I set shader parameters without using callback class?
- Wed Mar 27, 2013 3:15 pm
- Forum: Beginners Help
- Topic: Rendering only some objects
- Replies: 4
- Views: 432
Re: Rendering only some objects
Thanks to both.
After unsuccesful patching, I made MyNodeManager from ILightManager and now know how to continue my def renderer.
After unsuccesful patching, I made MyNodeManager from ILightManager and now know how to continue my def renderer.
- Wed Mar 27, 2013 1:11 pm
- Forum: Beginners Help
- Topic: Rendering only some objects
- Replies: 4
- Views: 432
Rendering only some objects
Can I filter objects somehow, what I want to render at pass 1, and then render others at pass 2? Ie, with deferred renderer, I dont want render transparent objects to gbuffer, I want render them later. And "light spheres" must be invisible too, when rendering gbuffer. Or how this should be...
- Tue Mar 26, 2013 5:37 am
- Forum: Beginners Help
- Topic: Mesh Instancing
- Replies: 4
- Views: 548
Re: Mesh Instancing
Here is something:
http://irrlicht.sourceforge.net/forum/v ... 0&start=15
But if you dont like to patch your codes / if your scene is static, you can use MeshCombiner
http://irrlicht.sourceforge.net/forum/v ... =6&t=39598
http://irrlicht.sourceforge.net/forum/v ... 0&start=15
But if you dont like to patch your codes / if your scene is static, you can use MeshCombiner
http://irrlicht.sourceforge.net/forum/v ... =6&t=39598
- Mon Mar 25, 2013 12:44 pm
- Forum: Bug reports
- Topic: exiting with Cg
- Replies: 2
- Views: 497
exiting with Cg
I compiled irrlicht sources from trunk, with Cg enabled. And installed cg toolkit 3.1 sdk. Now when I use D3D9 and exit, comes exception. With OGL, exiting works. Test code which does just that: int main() { E_DRIVER_TYPE driverType = EDT_DIRECT3D9; // Throws exception when exiting //E_D...