Search found 3 matches

by daralect
Thu Aug 18, 2016 7:48 pm
Forum: Advanced Help
Topic: Changing a MeshBuffer texture after geometry creation
Replies: 7
Views: 1255

Re: Changing a MeshBuffer texture after geometry creation

Thanks for the insight. Exposing Materials at the MeshBuffer level is a little confusing while learning, because there's an expectation that the Materials will still be used by the MeshBuffers. However, I'm still not up to speed on how Irrlicht deals with skinning and animations via vertex groups, s...
by daralect
Tue Aug 16, 2016 8:34 pm
Forum: Advanced Help
Topic: Changing a MeshBuffer texture after geometry creation
Replies: 7
Views: 1255

Re: Changing a MeshBuffer texture after geometry creation

Thanks CuteAlien. Accessing the Material from the Node works. I'm assuming that Materials get applied to nodes in the order that the MeshBuffers are added, so since the MeshBuffer I want was the 2nd added, I would use Material #1.

node->getMaterial(1).setTexture(0, myTex);

Thanks.
by daralect
Tue Aug 16, 2016 5:09 pm
Forum: Advanced Help
Topic: Changing a MeshBuffer texture after geometry creation
Replies: 7
Views: 1255

Changing a MeshBuffer texture after geometry creation

I'm having a problem changing textures for MeshBuffers after vertices and indexes have been added. I'm not sure if it has to do with the type of Mesh I'm constructing, i.e. a SkinnedMesh. scene::SSkinMeshBuffer *buf = Mesh->addMeshBuffer(); buf->getMaterial().setTexture(0,_driver->getTexture("t...