Search found 9 matches
- Wed Oct 05, 2016 8:35 am
- Forum: Code Snippets
- Topic: Point Cloud Scene Node
- Replies: 5
- Views: 2326
Re: Point Cloud Scene Node
It's here but it isn't useful as an Irrlicht snippet. It has a lot of dependencies. However you can see how the points are stored and the bounds are accessed which might be useful. The code is part of a program for measuring locations on point cloud movies and I'll release it open source when it's f...
- Tue Oct 04, 2016 10:14 am
- Forum: Code Snippets
- Topic: Point Cloud Scene Node
- Replies: 5
- Views: 2326
Re: Point Cloud Scene Node
Well spotted - the debug code is more or less straight from CAnimatedMeshSceneNode. But actually that's what I want. The bounding box and normals are only there for debugging so performance isn't really an issue. Multiple calls of draw3DLine must be very slow! I guess if I wanted it faster I could d...
- Mon Oct 03, 2016 7:33 pm
- Forum: Code Snippets
- Topic: Point Cloud Scene Node
- Replies: 5
- Views: 2326
Point Cloud Scene Node
Here is a quick implementation of a custom scene node to render point clouds where each point has a colour and a normal. I use it for data generated using 3D photogrammetry (e.g. with VisualSFM). I feed the data in as a structure array (x,y,z),(a,r,g,b),(nx,ny,nz) but it would be easy to adapt. I ha...
- Sun Jul 17, 2016 10:47 am
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 403
- Views: 139275
Re: The latest SVN bugs thread
There is a small bug in CIrrDeviceOSX.mm with an easy fix. If you compile without _IRR_COMPILE_WITH_JOYSTICK_EVENTS_ defined then the virtual keycodes are not defined because they are defined inside the joystick #ifdef block. However they are used in code elsewhere so they do need be defined. The fi...
- Tue Jul 05, 2016 9:48 am
- Forum: Code Snippets
- Topic: 32 Bit OBJ File reading
- Replies: 9
- Views: 4713
32 Bit OBJ File reading
Here is a quick patch to allow the 1.9 COBJMeshFileLoader.cpp to cope with bigger meshes. All it does is replace the SMeshBuffer with a 32 bit CDynamicMeshBuffer as used in some of the other asset loaders. There will be a small performance hit in this simple implementation because it doesn't check t...
- Tue Jul 05, 2016 9:39 am
- Forum: Code Snippets
- Topic: Loading Textures from Qt resources
- Replies: 3
- Views: 1759
Re: Loading Textures from Qt resources
Thanks for the tip. This code is probably a bit neater than the previous suggestion (as long as I've got the memory management right - my assumption is that once getTexture has happened, I don't need to maintain the memory block): QFile file(":/images/Floor Textures/floor_checker_2.png")...
- Fri Jun 03, 2016 8:44 am
- Forum: Code Snippets
- Topic: Loading Textures from Qt resources
- Replies: 3
- Views: 1759
Loading Textures from Qt resources
For those of us using Qt for our user interfaces it is nice to take advantage of the built in resource management system. This snippet shows how to load up an image from a resource and convert it into an Irrlicht texture. It's not especially neat and involves more copying than I would ideally like b...
- Mon May 09, 2016 7:55 am
- Forum: Advanced Help
- Topic: Qt Irrlicht Integration [SOLVED]
- Replies: 7
- Views: 2746
Re: Qt Irrlicht Integration [SOLVED]
I've played with this recently and it is actually pretty straightforward. The current Ogre3D approach is to base everything off a QWindow and use the Qt createWindowContainer() function if you want to put the window content in a widget. This is the approach shown in the Qt5 demo OpenGLWindow and jus...
- Sat May 07, 2016 10:24 am
- Forum: Bug reports
- Topic: [fixed?]32 bit index for COctreeTriangleSelector (Fixed)
- Replies: 2
- Views: 816
[fixed?]32 bit index for COctreeTriangleSelector (Fixed)
I recently needed to use a big mesh loaded it into a CDynamicMeshBuffer with the EIT_32BIT setting. I thought the COctreeTriangleSelector ought to work OK but it actually doesn't cope with 32 bit indices - not a bug as such but not documented. I tracked the problem down and it isn't COctreeTriangleS...