Search found 11 matches
- Fri Oct 07, 2016 6:24 am
- Forum: Advanced Help
- Topic: Terrain highlight - under mouse cursor
- Replies: 5
- Views: 1619
Re: Terrain highlight - under mouse cursor
If I'm right, it will not look too good for example on the hills, where it will fade texture inside the mountain?
- Thu Oct 06, 2016 11:09 am
- Forum: Advanced Help
- Topic: Terrain highlight - under mouse cursor
- Replies: 5
- Views: 1619
Terrain highlight - under mouse cursor
How is it possible to draw a circular texture to the spot where the mouse is pointing. For example, to mark the place where you drop the bomb? Or mark a player? As pictured below It can be done without using a shader? For example, rendering to a texture? https://legacy.curseforge.com/media/images/17...
- Tue Oct 04, 2016 9:22 am
- Forum: Advanced Help
- Topic: Huge terrain / landspace render
- Replies: 2
- Views: 766
Huge terrain / landspace render
Hello, maybe simple question. I need render huge terrain. For performance reason it's divided into chunks/blocks and loaded continously. But how large blocks should be given the number of triangle and size of texture? For example one block in blender have dimension width/height 900/900 and 32K trian...
- Sun Mar 13, 2016 12:58 pm
- Forum: Beginners Help
- Topic: Collision Response Animator Jump Height
- Replies: 1
- Views: 408
Collision Response Animator Jump Height
Hi, i have maybe simple question. In my project I using little modifided ResponseAnimator. But Jump method is original. In rendering loop i have FPS limiting wait, while(dev->run()) { dev->getTimer()->tick(); u32 old_time = dev->getTimer()->getTime(); driver->beginS...
- Wed Jan 13, 2016 1:59 pm
- Forum: Everything 2d/3d Graphics
- Topic: Skined mesh - Removing mesh buffers
- Replies: 19
- Views: 8975
Re: Skined mesh - Removing mesh buffers
Again, one question... is possible dynamic make new CskinnedMesh? When i try this i get compiling error ISkinnedMesh * n = new CSkinnedMesh(); and this looks like working but... IAnimatedMesh * clone = new SAnimatedMesh(NULL, E_ANIMATED_MESH_TYPE::EAMT_SKINNED); ISkinnedMesh * skin_clone =...
- Wed Jan 13, 2016 7:20 am
- Forum: Everything 2d/3d Graphics
- Topic: Skined mesh - Removing mesh buffers
- Replies: 19
- Views: 8975
Re: Skined mesh - Removing mesh buffers
Many thanks for your replies I will make some tests and tell result
- Tue Jan 12, 2016 12:56 pm
- Forum: Everything 2d/3d Graphics
- Topic: Skined mesh - Removing mesh buffers
- Replies: 19
- Views: 8975
Re: Skined mesh - Removing mesh buffers
I only need remove some buffers or set it to invisible when renedring... As you maybe know m2 files from WoW contain basic model and some rendundant submeshes... for example 6x hands 12x hair and so on... And in one time is only one hair and one hands are rendered.... I'd like do same with X mesh fi...
- Tue Jan 12, 2016 8:19 am
- Forum: Everything 2d/3d Graphics
- Topic: Skined mesh - Removing mesh buffers
- Replies: 19
- Views: 8975
Re: Skined mesh - Removing mesh buffers
Maybe some another question... Is possible make new instance CSkinedMesh or another animated mesh from loaded model? Make new instance and with loops clone only needed mesh buffers and asign them to new model... ? I know Joint contain weight array with id of meshbuffer fro skinning so for first try ...
- Mon Jan 11, 2016 1:56 pm
- Forum: Everything 2d/3d Graphics
- Topic: Skined mesh - Removing mesh buffers
- Replies: 19
- Views: 8975
Re: Skined mesh - Removing mesh buffers
Hi, IAnimatedMesh * dwarf_mesh = smgr->getMesh("..\\..\\..\\Data\\test_scene\\dwarf.x"); ISkinnedMesh * skinned = (ISkinnedMesh *)dwarf_mesh; for (int i = 0; i < skinned->getJointCount(); i++) { printf("Joint %i name: %s\n", i, skinned->getAllJoints()[i]->Name); } ski...
- Mon Jan 11, 2016 12:42 pm
- Forum: Everything 2d/3d Graphics
- Topic: Skined mesh - Removing mesh buffers
- Replies: 19
- Views: 8975
Re: Skined mesh - Removing mesh buffers
I try convert ImeshBuffer to correct type and deleeting some buffer with erase/clear method...
If I Attached this eddited mesh to IMeshSceneNode it works ok, but IAnimatedMeshSceneNode crashes program on smgr->DrawAll();
some idea?
If I Attached this eddited mesh to IMeshSceneNode it works ok, but IAnimatedMeshSceneNode crashes program on smgr->DrawAll();
some idea?
- Mon Jan 11, 2016 7:35 am
- Forum: Everything 2d/3d Graphics
- Topic: Skined mesh - Removing mesh buffers
- Replies: 19
- Views: 8975
Skined mesh - Removing mesh buffers
Hello everybody, I have one special question. In my App I load animated mesh model from X file. For example load dwarf.x from Irrlicht media directory. I get IAnimatedMesh with 2 meshbuffers. When I convert IAnimatedMesh pointer to ISkinnedMesh pointer I can get information about count of joints for...