CCloudSceneNode - clouds with levels of detail
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- Posts: 208
- Joined: Sun Apr 02, 2006 9:20 pm
no its broken there too, there seems to be an issue with normalize(); in void CCloudSceneNode::render()
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-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%
I set this up on 1.7.1/XCode/OSX 10.6 Server. It compiles cleanly, but I'm not getting any cloud generation. Using the main.cpp example code copied into my program, a getCurrentCloudCount returns 0 when tested following the setup calls. This didn't sound like the type issues others have had.
Has anyone made this work on a Mac? I should probably also ask if anyone has made it work on 1.7.1?
Thank you in advance
Edit: I put debugs within CCloudSceneNode and discovered it culling all clouds continuously. By reducing farValue of the camera to a default and disabling culling temporarily, I could get one cloud at a time (perhaps a couple) to appear. Even then, they could only be seen in a very narrow field of view. The sample code attempts to spawn 1000. Since I can see these textures at least briefly, I might be able to narrow it down and report back to this thread.
Has anyone made this work on a Mac? I should probably also ask if anyone has made it work on 1.7.1?
Thank you in advance
Edit: I put debugs within CCloudSceneNode and discovered it culling all clouds continuously. By reducing farValue of the camera to a default and disabling culling temporarily, I could get one cloud at a time (perhaps a couple) to appear. Even then, they could only be seen in a very narrow field of view. The sample code attempts to spawn 1000. Since I can see these textures at least briefly, I might be able to narrow it down and report back to this thread.
Last edited by eagletree on Mon Apr 25, 2011 2:53 pm, edited 1 time in total.
I did look at irrWeatherManager but it did more than necessary. A cloud-only scene seemed handy and a nice building block. I would also suspect it has the same issue, since it originally used CCloudSceneNode. I was going to compare the cloud code in the two whenever I get a 7z decompressor. Thanks for the idea.ACE247 wrote:If you want more than clouds you can try irrWeatherManager its compiled with the latest Irrlicht, but im not so sure about the Mac support.
Hi eagletree,eagletree wrote:I did look at irrWeatherManager but it did more than necessary. A cloud-only scene seemed handy and a nice building block. I would also suspect it has the same issue, since it originally used CCloudSceneNode. I was going to compare the cloud code in the two whenever I get a 7z decompressor. Thanks for the idea.ACE247 wrote:If you want more than clouds you can try irrWeatherManager its compiled with the latest Irrlicht, but im not so sure about the Mac support.
The clouds in irrWeatherManager are based off of CCloudSceneNode, but I've modified and improved it pretty heavily. It's not really the same thing anymore; you might want to check it out.
- Josiah
Re: CCloudSceneNode - clouds with levels of detail
duno why i cant make it work on linux..
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%
Re: CCloudSceneNode - clouds with levels of detail
Irrlicht is dead or closed source now? There are so many posts like this one on cloud scene nodes where all the links are broken and where no updates have been posted in years.
OGRE has cloud support.. Irlicht had it but its lost in the mist!
OGRE has cloud support.. Irlicht had it but its lost in the mist!
Re: CCloudSceneNode - clouds with levels of detail
I really agree, it was surprising to me too how the community here preferred to work this way, without consideration for the future.
However this was completely out of place:
However this was completely out of place:
You cannot blame the product for the community's actions.Irrlicht is dead or closed source now?
Re: CCloudSceneNode - clouds with levels of detail
Yeah, well, does the product choose the community, or the community the product?
Clouds, atmosphere etc are basic needs and there is enough code out there to keep it available without much work. Ogre is steaming ahead... but irrlicht is somehow of a differnt mentality.
Clouds, atmosphere etc are basic needs and there is enough code out there to keep it available without much work. Ogre is steaming ahead... but irrlicht is somehow of a differnt mentality.