Generating run-time poly meshes

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AW111
Posts: 82
Joined: Fri Jul 16, 2010 4:49 pm

Generating run-time poly meshes

Post by AW111 »

What is the process for generating meshes - for terrain etc - at run-time in Irrlicht? E.g., how do I add polys and build up a terrain mesh?
Also, what options does Irrlicht have for creating polys - can you assign an RGB color to each vertex, or do you need to use textures?
Frank Dodd
Posts: 208
Joined: Sun Apr 02, 2006 9:20 pm

Post by Frank Dodd »

Hello AW111,

Coincidentally I am looking at a terrain node too. Mine is going to be a spherical terrain for planets that combines a heightmap and noise function for 'planet scale detail' supporting terrain, water and atmosphere layers hopefully.

I am just at the test phase at the moment and what I am working towards is using a quadtree with each quad representing a patch of 17x17 vertices. each patch is currently stored in a mesh buffer making it simple to only change data for patches that have changed. When a quad is subdivided the intention is simply to hijack the parent buffer to the first child and create three new buffers for the others.

The following file simply creates a fixed flat series of patches (it is not a planet node :) but given your question it might have some clues in there for you.

(Edit: Link down project in review)

I may find this technique is useless and dump it in favour of a single buffer of verticies, in which case I will record patch vertex positions in the buffer and copy patches around as blocks of verticies as I add and remove patches. this is just a basic test and may totally change. Materials are broken at the moment.
Last edited by Frank Dodd on Sat Jul 31, 2010 7:17 am, edited 1 time in total.
AW111
Posts: 82
Joined: Fri Jul 16, 2010 4:49 pm

Post by AW111 »

Frank Dodd wrote:Hello AW111,

Coincidentally I am looking at a terrain node too. Mine is going to be a spherical terrain for planets that combines a heightmap and noise function for 'planet scale detail' supporting terrain, water and atmosphere layers hopefully.
That's remarkably similar to what I'm doing. Thank you for the help, and I'd be interested to see how your project develops.
Frank Dodd
Posts: 208
Joined: Sun Apr 02, 2006 9:20 pm

Post by Frank Dodd »

I am going to create a project announcement on this is a few days, I will also upload the code again then too. I've got a spherical mesh now with the quads splitting as the camera gets closer the join function is almost there too for reducing density as the camera moves away.

I am using the geomipmapping technique, I spent quite a bit of time looking at the existing code that is out there but found it difficult integrating the modules that I found so, perhaps unwisely, I am working from the ground up. the geomipmapping technique is a simple but quite effective method so hopefully I might see this project to completion.

The only other released Irrlicht project of this type that I could find was 'Tarzan's Planet Node from the project IrrElite aka Adama Quest, its a nice icosahedron based node.
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