Search found 9 matches

by Wol101
Wed Oct 05, 2016 8:35 am
Forum: Code Snippets
Topic: Point Cloud Scene Node
Replies: 5
Views: 2325

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...
by Wol101
Tue Oct 04, 2016 10:14 am
Forum: Code Snippets
Topic: Point Cloud Scene Node
Replies: 5
Views: 2325

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...
by Wol101
Mon Oct 03, 2016 7:33 pm
Forum: Code Snippets
Topic: Point Cloud Scene Node
Replies: 5
Views: 2325

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...
by Wol101
Sun Jul 17, 2016 10:47 am
Forum: Bug reports
Topic: The latest SVN bugs thread
Replies: 403
Views: 139242

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...
by Wol101
Tue Jul 05, 2016 9:48 am
Forum: Code Snippets
Topic: 32 Bit OBJ File reading
Replies: 9
Views: 4712

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...
by Wol101
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")...
by Wol101
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...
by Wol101
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...
by Wol101
Sat May 07, 2016 10:24 am
Forum: Bug reports
Topic: [fixed?]32 bit index for COctreeTriangleSelector (Fixed)
Replies: 2
Views: 815

[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...