2d and texture

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punt
Posts: 13
Joined: Fri Jul 09, 2004 7:57 pm

2d and texture

Post by punt »

I am working on an isometric game, with the ability to stretch tiles based on the altitude . So like a 2.5D game. Bascially I have two pieces of artwork, a diamond for the times the tile should be draw 2d, and a texture when it should be bound. I am considering doing an ISceneNode subclass, that on the rednering method, checks the vertex to see if this tile should be stretched. If not, draw 2d, otherwise draw as normal (with a material)). So this means at times, this node won't have a Material. I don't want this decision exposed up at the screenmanagers level (to me an undo responiblity). Does this approach just sound far fetched?

Second question, concerning screenmanagers. Is there some limit to the amount you can have? A practicle limit? I have several scenenodes per tile, and am considering a screenmanager per tile, which then manages the tiles scenenodes (and this can a lot per tile). The drawing of these tiles are very order dependent. So am curious if it is common to have several (and maybe a lot ) of scenemanagers.
Tyn
Posts: 932
Joined: Thu Nov 20, 2003 7:53 pm
Location: England
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Post by Tyn »

You only ever need one scene manager, there's no point having more than one as it manages multiple scene nodes and draws them on screen. I don't know what would happen if you used multiple scene managers but it is basically a waste of resources and memory having the multiple instances.
punt
Posts: 13
Joined: Fri Jul 09, 2004 7:57 pm

Controlling the order of drawing

Post by punt »

Tyn wrote:You only ever need one scene manager, there's no point having more than one as it manages multiple scene nodes and draws them on screen. I don't know what would happen if you used multiple scene managers but it is basically a waste of resources and memory having the multiple instances.
How then does one control the order of the scenenodes being drawn by the scenmanager? I take it then one has to subclass scenemanager, and override the drawall() method.
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