Faces

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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Earl
Posts: 14
Joined: Tue Jan 23, 2007 10:33 pm
Location: San Angelo, Tx

Faces

Post by Earl »

Hello again all,
I've managed to get a decent program that load my level but now I have another question-
I'm working with the concept of collision detection, and I can get it to compile but it doesn't work. I think I might be looking at the code wrong here.

if (q3levelmesh)
q3node = smgr->addOctTreeSceneNode(q3levelmesh->getMesh(0));

This is from the collision tutorial...
I don't really understand what is in the parentheticals after AddOctTreeSceneNode. is that the name of the node, or something? I'm learning this code as I go and I'm missing a lot of fundamentals, so if this sounds too stupid don't flame me too crispy :D

Also does Irrlicht not support a 2 sided face? There are a few places where I used a face that was visible on both sides, and I found that it was invisible from one side! It's not a major issue really, I can easily model around that limitation but I just need a confirmation of that or whether I'm just doing something wrong.
hybrid
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Post by hybrid »

Just look some lines up where you can find the animated scene node which has the name.
You can set the material flag BackfaceCulling to false to get two-sided rendering.
Acki
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Post by Acki »

Code: Select all

q3levelmesh->getMesh(0)
this means get the 1st mesh (#0) from the q3levelmesh mesh...
It's done this way because animated meshes have usually more than 1 mesh...
while(!asleep) sheep++;
IrrExtensions:Image
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
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