Mesh outlines (Meshcombiner)

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Supanova
Posts: 6
Joined: Sun Jun 10, 2012 5:46 pm

Mesh outlines (Meshcombiner)

Post by Supanova »

Hey guys.

Still very new to all this, and had a good look around but I can't find anyone with the same issue.

As you can see below, my textures appear to have a green outline, sometimes black.. At first I thought it may of been a EMF_WIREFRAME flag set, but it's not the case. What is curious is the same issue actually appears with EMF_WIREFRAME.

The screenies aren't great but I assure you the green lines are there...

Any ideas?

Image

Image
smso
Posts: 246
Joined: Fri Jun 04, 2010 3:28 pm
Location: Hong Kong

Re: Mesh outlines (Meshcombiner)

Post by smso »

hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Mesh outlines (Meshcombiner)

Post by hendu »

Looks like the mesh combiner doesn't create the texture properly.

OT: it looks like you have your own editor for that. If so, why have individual blocks at all? Your editor should be able to merge all blocks with the same texture to one mesh, a much simpler operation without the risk of mipmap issues like those.
Supanova
Posts: 6
Joined: Sun Jun 10, 2012 5:46 pm

Re: Mesh outlines (Meshcombiner)

Post by Supanova »

Ah sweet thanks for the info Smso. :)

@hendu Um not quite, we are currently converting a 10 year old 2d game. All tiles are individually sent to the client. What you currently see are very early trials. We do plan on merging the meshes eventually. :P

For the curious ones. here are some screenshots of the original game....

https://www.google.co.uk/search?q=hosti ... 22&bih=896

Basically the host sends the tile information as a 6x6 block.

On another note, we were considering using EMF_GOURAUD_SHADING, but as you can see, the tiles seem to be transparent to light. How can we address this?
Mel
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Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Mesh outlines (Meshcombiner)

Post by Mel »

Looks like a mipmapping issue. The mesh combiner indeed combines the meshes, and generates a new texture, but the texture sampling near the borders starts to read from the adjacent textures in the atlas, You should try, in that case, to avoid sampling the lower levels of the texture. That can be done through shaders, or disabling the mip mapping.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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