Scene node rendering options

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Post Reply
Abraxas)
Posts: 227
Joined: Sun Oct 18, 2009 7:24 am

Scene node rendering options

Post by Abraxas) »

Hello,

Would it be possible to get a bool field in the ISceneNode class so that it will go through the whole animate sequence without rendering? That way we could manually render a complex tree of nodes without the mess of setvisible?

Thanks.
CuteAlien
Admin
Posts: 9734
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
Contact:

Re: Scene node rendering options

Post by CuteAlien »

I think you can do that by calling OnAnimate for the node.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Abraxas)
Posts: 227
Joined: Sun Oct 18, 2009 7:24 am

Re: Scene node rendering options

Post by Abraxas) »

I wasn't clear. I'm looking for a field that during ->drawall calls OnAnimate but NOT render. This way collision detection and other engine related processes work since the node is technically "visible" but doesn't actually display on screen.
CuteAlien
Admin
Posts: 9734
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
Contact:

Re: Scene node rendering options

Post by CuteAlien »

Yeah, I guess we don't have that - although you might render using a NullDevice to have that effect in case you can do that in your situation.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Post Reply