Tree Scene Node v2.1
Re: Tree Scene Node v2.1
are you sure you dont mean
for (int x=0;x<110;x++)
otherwise tree[0] isnt accessable and may cause the problem
for (int x=0;x<110;x++)
otherwise tree[0] isnt accessable and may cause the problem
Re: Tree Scene Node v2.1
Actually it fatal errors at iteration ~107.
Is there a way to use this with the meshcombiner? The trees are fine but I need something a little quicker than just displaying the trees (with a dual 5770 I drop to about 88fps with 100 trees)
Is there a way to use this with the meshcombiner? The trees are fine but I need something a little quicker than just displaying the trees (with a dual 5770 I drop to about 88fps with 100 trees)
Re: Tree Scene Node v2.1
If they are static then I'm sure it's possibleAbraxas) wrote:
Is there a way to use this with the meshcombiner?
Working on game: Marrbles (Currently stopped).
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Re: Tree Scene Node v2.1
My first question would be: what is "leaves.vert"? I don't of any .vert file extension, and I don't think irrlicht would recognize it since I believe it uses only the first (or last) three characters after the period to determine the extension when loading. I could be wrong on that, so I'd have to double check. Same thing with the .frag.Abraxas) wrote: I'm having one problem. I can get the tree to instance and display fine, but the shaders on the leafs aren't loading.
is the line from the main.cpp causing a problem. It compiles and runs, but this is the error the console window gives me:Code: Select all
leafMaterialType = (video::E_MATERIAL_TYPE) driver->getGPUProgrammingServices()->addHighLevelShaderMaterialFromFiles( "../shaders/leaves.vert","main", EVST_VS_2_0, "../shaders/leaves.frag", "main", EPST_PS_2_0, 0, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
"(pathname)\(programfolder)\memory<1,9>: error X3000: Invalid target or usage string"
Or it could be that neither file exists. If either problem is the case, then the fact that you are using the alpha channel may have something to do with why your leaves aren't showing up: they exist, but they're transparent.
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Re: Tree Scene Node v2.1
vert and frag are extensions for vertex and fragment shaders (the latter is aka pixel shaders). And it does not need to be recognized (while IRrlicht uses all characters it knows about), as you load the shader code directly into the method where it is used as is.
Re: Tree Scene Node v2.1
Be sure you Generate all the Trunk and Leaf Geometry first in the Tree SceneNode and only THEN pass it to the meshcombiner. Also after Mesh combining, In order to change one of the trees you'd have to remove its Geometry, generate a new tree and then recombine. Similar thing goes for the Shaders. But I hope you know all that, else you'd have a hard time
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Re: Tree Scene Node v2.1
Cold you please reup that?
EDIT: Or anyone else?
EDIT: Or anyone else?
Re: Tree Scene Node v2.1
/Sign
Would really like to see this in action and try to use it
Would really like to see this in action and try to use it
Re: Tree Scene Node v2.1
Download it from irrext svn.
Re: Tree Scene Node v2.1
Wow, I did not know such a svn for irrlicht extensions exists!hendu wrote:Download it from irrext svn.
Thanks alot!