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ISceneNode.setMaterialFlag(E_MATERIAL_FLAG.EMF_POINTCLOUD, true).
thanks
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ISceneNode.setMaterialFlag(E_MATERIAL_FLAG.EMF_POINTCLOUD, true).
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#include <C:\irrlicht-1.7.2\include\irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace gui;
/*
IrrlichtDevice* device = createDevice(EDT_OPENGL, core::dimension2d<s32>(640,480));
OpenGL - EDT_OPENGL
DirectX 8 - EDT_DIRECT3D8
DirectX 9 - EDT_DIRECT3D9
Software - EDT_SOFTWARE
Sofware 2 - EDT_BURNINGSVIDEO
IVideoDriver* video = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
*/
int main()
{
IrrlichtDevice *device = createDevice(EDT_OPENGL);
IVideoDriver* video = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
ISceneNode* cube = smgr->addCubeSceneNode();
cube->setPosition(vector3df(0,0,0));
while(device->run() && device)
{
video->beginScene(true, true, video::SColor(255,0,0,255));
smgr->drawAll();
video->endScene();
}
}
Oh! Well I guess he could've explained that part in the tut. I'm not sure how to add a camera, could you maybe hack my code to include one?Yes there is no camera so you won't see anything
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smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
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#include <C:\irrlicht-1.7.2\include\irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace gui;
/*
IrrlichtDevice* device = createDevice(EDT_OPENGL, core::dimension2d<s32>(640,480));
OpenGL - EDT_OPENGL
DirectX 8 - EDT_DIRECT3D8
DirectX 9 - EDT_DIRECT3D9
Software - EDT_SOFTWARE
Sofware 2 - EDT_BURNINGSVIDEO
IVideoDriver* video = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
*/
int main()
{
IrrlichtDevice *device = createDevice(EDT_OPENGL);
IVideoDriver* video = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
ISceneNode* cube = smgr->addCubeSceneNode();
cube->setPosition(vector3df(0,0,0));
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
while(device->run() && device)
{
video->beginScene(true, true, video::SColor(255,0,0,255));
smgr->drawAll();
video->endScene();
}
}
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case irr::KEY_KEY_P: // switch wire frame mode
Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
!Terrain->getMaterial(0).PointCloud);
Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
return true;
at this point mate:), look at the tutorial first ( just a suggestion ) before posting such a questions;)