bool operations (substract a mesh from a mesh)

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specht8
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Joined: Mon Aug 09, 2010 2:07 pm

bool operations (substract a mesh from a mesh)

Post by specht8 »

Hi,
i was wondering if it is possible to substract, intersect or union two nodes or meshes with irrlicht.

I need to cut on cube out of a nother one and the poistion must be dynamic so its not possible to create a mesh with a hole before an import it into my code.

I'm looking forward to any suggestions
greets
specht8
Posts: 11
Joined: Mon Aug 09, 2010 2:07 pm

Post by specht8 »

Maybe for a better understanding i tell you what i want to do.

I want to cut out windows of a CubeSceneNode to have a wall
Bate
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Location: Germany

Post by Bate »

You mean like in a modelling tool, right?

I don't think it's possible to do that in real time. There's a lot of calculation involed and even if you managed to write an algorithm, your UV mapping would be messed up. So, you would also need to texture the new mesh dynamically which feels impossible :)
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specht8
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Joined: Mon Aug 09, 2010 2:07 pm

Post by specht8 »

i have a bunch of values in a database and i create the walls first and i there's no need for textures in my project.

I already programmed a workaround years ago but i'm not satisfied with this one.
CuteAlien
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Post by CuteAlien »

No, you will have to to write this yourself. It's possible in real-time, how complex it will be depends probably on what you exactly need. The most complex solution would be programming a csg (constructive solid geometry) editor (many game-editors use that).

But it sounds like you only need to cut holes into walls. I suppose you will have to write your own function which can construct such wall-meshes with holes.
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slavik262
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Post by slavik262 »

Many games (F.E.A.R. was one of the first to do this a lot) use parallax mapping to give the representation of 3d bullet holes in walls without having to be computationally expensive.
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