how to edit the OpenGL scene in Irrlicht (e.g.scale, rotate)
how to edit the OpenGL scene in Irrlicht (e.g.scale, rotate)
I am rendering Collada static scenes using Irrlicht and OpenGL driver. If I want to change the projection type of the scene ex. from perspective projection to orthographic or change the parameters of the projection such as viewport window, width, height of clipping window etc.., and apply translation, scale, rotation on the objects of the scene, how can I do that with Irrlicht ? which file I should change? and can I legally do that?
sure irrlicht is opensource and it is zlib licensed you can modify it free (if you really need it) just remember to say that you are not using the original irrlicht (because if you introduce a new bug irrlicht developers are not responsible for that).
You can change view mode as you want. Even using irrlicht drawings functions of OpenGL drawings functions.
If you are using opengl drivers it is safe mixing opengl and irrlicht code( remember to disable definitively DirectX from your code).
Of course you are really suggested to take a look at irrlicht examples before that, because camera, scenenodes are completely treat in the Irrlicht examples folders and you can find what you need (for example you can do a scene node using opengl functions in the draw() method).
for doing what you want you don't need to alter irrlicht source code. If you don't understand examples you can always ask again. i just don't know if you are asking if a feature exist or if you have problem with code.
You can change view mode as you want. Even using irrlicht drawings functions of OpenGL drawings functions.
If you are using opengl drivers it is safe mixing opengl and irrlicht code( remember to disable definitively DirectX from your code).
Of course you are really suggested to take a look at irrlicht examples before that, because camera, scenenodes are completely treat in the Irrlicht examples folders and you can find what you need (for example you can do a scene node using opengl functions in the draw() method).
for doing what you want you don't need to alter irrlicht source code. If you don't understand examples you can always ask again. i just don't know if you are asking if a feature exist or if you have problem with code.
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Many thanks for the useful information REDDemon
Actually, my question was about both the existance of the feature and about which files are involved and responsible for changing the OpenGL scene. I have limited time to do that and the engine is so large. I am trying to understand how does it work in the part I am intersted in which is OpenGL scene. for example, the file CopenGLDriver.cpp and IVideoDriver.cpp etc.. are very large and I just need a simple hint about which file(s) I should look on and change to control the OpenGL.
thank you very much
Actually, my question was about both the existance of the feature and about which files are involved and responsible for changing the OpenGL scene. I have limited time to do that and the engine is so large. I am trying to understand how does it work in the part I am intersted in which is OpenGL scene. for example, the file CopenGLDriver.cpp and IVideoDriver.cpp etc.. are very large and I just need a simple hint about which file(s) I should look on and change to control the OpenGL.
thank you very much
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You don't need to look into any source code to get what you want, irrlicht is built so the bare drivers liken OpenGL are abstracted away, there's no need for you to dig into source files and hack these things in there
I'd suggest reading up on scene nodes and what they do, all scene nodes can be translated, rotated and scaled, and irrlicht automatically builds a transformation matrix out of these values and sends it to OpenGL, if that's your driver of choice
Projection types, viewports, and all related things can be edited using a camera scene node
I'd suggest reading up on scene nodes and what they do, all scene nodes can be translated, rotated and scaled, and irrlicht automatically builds a transformation matrix out of these values and sends it to OpenGL, if that's your driver of choice
Projection types, viewports, and all related things can be edited using a camera scene node