Custom scene node question.

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gamebeavis
Posts: 12
Joined: Mon Jun 25, 2007 11:45 pm

Custom scene node question.

Post by gamebeavis »

I am looking to do a custom rendering path for various objects. I see that the "custom scene node" functions will allow this, but the tutorial really only cuts into the surface. Before I spend a few hours attempting to make this work I was wondering if anyone knew I could do the following with it.

I would like to take an animated mesh (I see there is an IAnimatedMeshSceneNode class), and override only its rendering path. Or in other words, if I created a custom node that is called IAnimatedMeshSceneNodeSpecial, could I inherit all the inner functions of IAnimatedMeshSceneNode (the like animation call backs) so I could use native Irrlicht calls to move and animate my mesh, but override the rendering functions with my own?? If so, has anyone done something like this, and would be willing to share a quick tutorial on how.... Please and thank you.
omaremad
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Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

Im not very good with OO but it is possible but not 100%.

You can create the special scenode like the exaple that comes with irrlicht but only implement the render method and inheriting the animated scene node calss instead of iscennode, but irrlicht has allot of code in that render method of the animated scence node(cant rember what exactly but it was animation of shadow volume stuff) so you would have to add this in your custom render method either by pasting code or better using IAnimatedSceneNode::render(); but that renders your model twice.

Pasting the code again is ok but will need to be repasted if that class gets updated by an irr release.
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
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