B3D With Vertex Alpha | GUI

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WarShattrith
Posts: 6
Joined: Wed Oct 17, 2007 5:07 pm

B3D With Vertex Alpha | GUI

Post by WarShattrith »

Hello,

Sorry for my english, I'm french.

I have two little problems :

1) I've created a terrain with T.Ed (from D-Grafix). I exported it as a B3D Mesh, with vertex alpha and a Negative Offset.

Here's what I get when I import it in irrEdit :
Image


2) My program is like this :

Code: Select all

#define SERVER_PORT 47850
#define RANDOM_DATA_SIZE 200
char randomData[RANDOM_DATA_SIZE];

#include <stdlib.h> // For atoi
#include <cstring> // For strlen
#include "IRR/Irrlicht.h"

#include "classNetClient.h"

#ifdef _WIN32
#include <windows.h> // Sleep
#else
#include <unistd.h> // usleep
#include <cstdio>
#endif

using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
using namespace std;



int main(void)
{

    IrrlichtDevice *irrDevice = createDevice(EDT_OPENGL, dimension2d<s32>(800, 600),32,false,true,false,0);

    irrDevice->setWindowCaption(L"War of Shattrith");

    IVideoDriver* irrDriver = irrDevice->getVideoDriver();
    ISceneManager* irrSceneMgr = irrDevice->getSceneManager();
    IGUIEnvironment* irrGUIEnv = irrDevice->getGUIEnvironment();

    irrGUIEnv->addStaticText(L"Hello World! Irrlicht Project is here!!", rect<int>(10,10,200,30), true, true, 0, -1);


// Loading the level Mesh
	irrSceneMgr->loadScene("DATA\\Lands\\GlueScreen\\irrsc.irr");

// Adding an FPS Camera
    irrSceneMgr->addCameraSceneNodeFPS();

	//IGUIStaticText* textStatique1;
	IGUIStaticText* textStatique1 = irrGUIEnv->addStaticText(L"Test text 1", rect<int>(10,10,200,100),false);

    while(irrDevice->run())
    {
        irrDriver->beginScene(true, true, SColor(255,100,101,140));


		//textStatique1->setText(L"Texte changé");
		
        irrSceneMgr->drawAll();
		irrGUIEnv->drawAll();
	    irrDriver->endScene();
	}

    irrDevice->drop();
    return(0);




  return 0;
}
My scene is an OctTree and Particles.
When the GUI is draw, the mesh disappear.
If the GUI is not drawn, or if there's nothing to draw, the mesh is here.

I'm using irrEdit 1.4-alpha, and irrlicht 1.4beta. The OctTree is converted by irrEdit to an irrMesh.
Midnight
Posts: 1772
Joined: Fri Jul 02, 2004 2:37 pm
Location: Wonderland

Post by Midnight »

lol I use Alpha/Beta and my poop bugs out why is that?

lmfao seriously??!!
WarShattrith
Posts: 6
Joined: Wed Oct 17, 2007 5:07 pm

Post by WarShattrith »

No other idea ?
dgrafix
Posts: 116
Joined: Sun Nov 18, 2007 2:36 pm

Post by dgrafix »

Im working with this to work out why. As far as i can tell so far, either irrlichts b3d loader does not import vertex alpha or something needs to be set first.
Im a total irrlicht noob so am still feeling my way round the engine.

You can always use the large texture export with a detail map to take away the bluriness.
C++/Irrlicht Noob pl3se B p4t1ent.
Visit www.d-grafix.com :)
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

Irrlicht 1.4beta is quite old already, and the SVN has even more bugfixes, especially several for b3d loading and render state problems with teh GUI. Can you try to run your test app with Irrlicht SVN? Or can you provide the mesh and textures for testing?
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