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frostysnowman
Posts: 83 Joined: Fri Apr 11, 2008 3:06 am
Location: Beaverton, Oregon, US
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by frostysnowman » Thu Nov 27, 2008 9:35 am
On every B3D mesh I've tried so far, addOctTreeSceneNode() fails on it. I give it the default parameters, and I have no clue why it doesn't work.
Code: Select all
smgr->addOctTreeSceneNode(smgr->getMesh("DATA/base1.b3d"));
It loads and renders fine when addAnimatedMeshSceneNode() is used.
The mesh file is
here .
I'm using the
B3D Pipeline exporter for 3ds Max with default export settings.
Last edited by
frostysnowman on Sat Nov 29, 2008 12:54 am, edited 1 time in total.
hybrid
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by hybrid » Fri Nov 28, 2008 12:50 pm
Try smgr->addOctTreeSceneNode(smgr->getMesh("DATA/base1.b3d")->getMesh(0));
hybrid
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by hybrid » Fri Nov 28, 2008 2:40 pm
Hmm, works for me even without the getMesh(0), although it's safer to use it with that call. I've also added an octree loading possibility to the mesh viewer, so you can test the octree effects with the mesh viewer (in the 1.5 branch).
frostysnowman
Posts: 83 Joined: Fri Apr 11, 2008 3:06 am
Location: Beaverton, Oregon, US
Post
by frostysnowman » Sat Nov 29, 2008 12:53 am
Hybrid, it works fine when I add ->getMesh(0). Thank you!
hybrid
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by hybrid » Sat Nov 29, 2008 10:56 am
Maybe this fix was made only for the 1.5 version, so look forward for the next release, it'll make your life easier