Splitting Mesh

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
gamerfan
Posts: 43
Joined: Mon Nov 30, 2009 9:28 am

Splitting Mesh

Post by gamerfan »

Is there any way can we split the mesh ?

Thanks in advance
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

Depends on what you want to do. If you can split predefined groups, it's best to provide those groups as meshbuffers. Otherwise it will be easiest to crete two new meshes from the old one.
gamerfan
Posts: 43
Joined: Mon Nov 30, 2009 9:28 am

Post by gamerfan »

I have a .md2 model and wants to split(slice) into several pieces.So it will
create an effect of exploding into several pieces.I had seen this feature in
one of the other 3D framework.
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

I'd say take all the vertices and stuff from the meshbuffer, split them and create new scene nodes.
But I saw this feature in a physics engine, I think it was newton, so you could use that.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
Lonesome Ducky
Competition winner
Posts: 1123
Joined: Sun Jun 10, 2007 11:14 pm

Post by Lonesome Ducky »

A new scene node for each triangle likely wouldn't be probable. But you can create a scene node of your own, that takes a mesh and separates all the triangles. Then before it renders, it can move the vertices of each triangle along the triangle's normal. It could be a very basic explosion.
gamerfan
Posts: 43
Joined: Mon Nov 30, 2009 9:28 am

Post by gamerfan »

do you have any sample code or something like that?
Post Reply