terrain height painting
Here the link to Clady_ColormapEditor, can be used in conjunction with
Clady3DHeightMapEditor;
http://www.filefactory.com/file/b46ge82 ... Editor.rar
Enjoy !
Clady3DHeightMapEditor;
http://www.filefactory.com/file/b46ge82 ... Editor.rar
Enjoy !
and finaly....Clady3DTerrainEditor, sculpt and paint togheter.
Is free.
http://www.filefactory.com/file/b484e74 ... Editor.rar
Enjoy !
Is free.
http://www.filefactory.com/file/b484e74 ... Editor.rar
Enjoy !
The 02 version of Clady3DTerrainEditor.
It has DirectX mode too (9.0c) and is faster than the old version
It is free.
http://www.filefactory.com/file/b4a0c9f ... itor02.rar
Enjoy!
It has DirectX mode too (9.0c) and is faster than the old version
It is free.
http://www.filefactory.com/file/b4a0c9f ... itor02.rar
Enjoy!
Clady3DTerrainSplatEditor with GLSL shader and HLSL shader, for both OpenGL and DirectX9.0c.
Multipass, max 4 stages;
Lightmap;
Your graphic card must have GLSL or HLSL shader capability. (>2.0);
The link :
http://www.filefactory.com/file/cadd81c ... latGUI.rar
Enjoy !!!
Multipass, max 4 stages;
Lightmap;
Your graphic card must have GLSL or HLSL shader capability. (>2.0);
The link :
http://www.filefactory.com/file/cadd81c ... latGUI.rar
Enjoy !!!
and here a new version of the old Clady3DTerrainEditor03 with fixed functions pipeline (no shader) ;
it was a bug, but fixed now (radius tool).
http://www.filefactory.com/file/cade60d ... itor03.rar
Alls of the Clady's Editors are free, for commercial or just for play with them!
Enjoy !
it was a bug, but fixed now (radius tool).
http://www.filefactory.com/file/cade60d ... itor03.rar
Alls of the Clady's Editors are free, for commercial or just for play with them!
Enjoy !
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- Posts: 11
- Joined: Mon Mar 14, 2011 10:48 am
Can't seem to get this line of the code from the first post working. Looks like the engine has changed:
if (smgr->getSceneCollisionManager()->getCollisionPoint(ray, terrainSelector, pos, Tri))
How could I modify it to work correctly? It now needs 5 params, the 5th being an outNode and I cant pass the terrainNode. How would I go about this?
virtual bool irr::scene::ISceneCollisionManager::getCollisionPoint ( const core::line3d< f32 > & ray,
ITriangleSelector * selector,
core::vector3df & outCollisionPoint,
core::triangle3df & outTriangle,
const ISceneNode *& outNode
)
if (smgr->getSceneCollisionManager()->getCollisionPoint(ray, terrainSelector, pos, Tri))
How could I modify it to work correctly? It now needs 5 params, the 5th being an outNode and I cant pass the terrainNode. How would I go about this?
virtual bool irr::scene::ISceneCollisionManager::getCollisionPoint ( const core::line3d< f32 > & ray,
ITriangleSelector * selector,
core::vector3df & outCollisionPoint,
core::triangle3df & outTriangle,
const ISceneNode *& outNode
)
this is a part of my wrapper code; don't care about the rest, focus to your need:
Code: Select all
DLL_EXPORT s32 DLL_APIENTRY GetXPoSArrow(ITerrainSceneNode* terrain,
ISceneNode* arrow,
ITriangleSelector* terrainSelector,
ICameraSceneNode* cam,
s32 terrscaleXZ,
s32 terrscaleY,
s32 terrsize)
{
// move the arrow to the nearest vertex ...
const position2di clickPosition = device->getCursorControl()->getPosition();
const line3df ray = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(clickPosition, cam);
vector3df pos;
triangle3df Tri;
s32 x;
s32 z;
const ISceneNode* outNode=terrain;
if (SceneManager->getSceneCollisionManager()->getCollisionPoint(ray, terrainSelector, pos, Tri,outNode))
{
static const s32 scale = terrscaleXZ;
static const s32 size = terrsize;
x = (s32)(pos.X / scale);
z = (s32)(pos.Z / scale);
x *= scale;
z *= scale;
arrow->setPosition(vector3df(x, terrain->getHeight(x, z) + 5, z));
}
return x;
}
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- Posts: 11
- Joined: Mon Mar 14, 2011 10:48 am