addOctTreeSceneNode() fails on .B3D meshes [SOLVED]

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frostysnowman
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addOctTreeSceneNode() fails on .B3D meshes [SOLVED]

Post by frostysnowman »

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.
frostysnowman
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Location: Beaverton, Oregon, US

Post by frostysnowman »

BUMP
hybrid
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Post by hybrid »

Try smgr->addOctTreeSceneNode(smgr->getMesh("DATA/base1.b3d")->getMesh(0));
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Post by hybrid »

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
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Location: Beaverton, Oregon, US

Post by frostysnowman »

Hybrid, it works fine when I add ->getMesh(0). Thank you!
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Post by hybrid »

Maybe this fix was made only for the 1.5 version, so look forward for the next release, it'll make your life easier :wink:
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