Hi all,
I am attempting to create instances of an AnimatedMesh and then recolor the vertices within the mesh. My problem is that these animatedMeshes use the same meshbuffers, so re-coloring one mesh will change any other instances.
Here is my code for loading the mesh
for (int i = 0; i ...
Search found 5 matches
- Tue Feb 27, 2018 2:00 pm
- Forum: Advanced Help
- Topic: Seperate MeshBuffers for Animated Mesh
- Replies: 1
- Views: 1023
- Wed Jul 23, 2014 8:06 am
- Forum: Code Snippets
- Topic: (C++) Integrating FMODEx With Irrlicht Zip File System
- Replies: 1
- Views: 3158
Re: (C++) Integrating FMODEx With Irrlicht Zip File System
Very grateful for this, thank you 
- Mon Jun 16, 2014 11:37 pm
- Forum: Advanced Help
- Topic: Terrain Texturing Problems
- Replies: 4
- Views: 785
Re: Terrain Texturing Problems
You're Amazing!! THANKYOU!
- Mon Jun 16, 2014 9:49 pm
- Forum: Advanced Help
- Topic: Terrain Texturing Problems
- Replies: 4
- Views: 785
Re: Terrain Texturing Problems
Hi thanks for the reply. I'll look at them settings and see if they work.hendu wrote:Use point sampling (= disable bilinear, trilinear, and aniso). Also, 961 pixels is off by one, 960 tiles -> 960 pixels.
960 tiles = 961 points wide though, so its one pixel per point on the terrain.
- Sun Jun 15, 2014 9:23 pm
- Forum: Advanced Help
- Topic: Terrain Texturing Problems
- Replies: 4
- Views: 785
Terrain Texturing Problems
Hello, I am currently working on a mmorpg and trying to texture my terrain in a specific way.
The game is tile based so each tile is 64x64 pixels, I am using my own code to create vertices then put them into an SMesh and then texture it. The whole terrain is 960 by 960 tiles however it is broken ...
The game is tile based so each tile is 64x64 pixels, I am using my own code to create vertices then put them into an SMesh and then texture it. The whole terrain is 960 by 960 tiles however it is broken ...