CSceneManager::setCurrentRendertime

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mongoose7
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Joined: Wed Apr 06, 2011 12:13 pm

CSceneManager::setCurrentRendertime

Post by mongoose7 »

I've been playing around with shadow mapping and things were going along OK until I tried transparency. My problems relate to CAnimatedMeshSceneNode.cpp:333 (Irrlicht 1.8.1):

Code: Select all

if (transparent == isTransparentPass)
which relates back to CAnimatedMeshSceneNode.cpp:273:

Code: Select all

bool isTransparentPass =
    SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
My problem is that there is no way to set CSceneManager.CurrentRendertime.
While I understand how it supports the current rendering model, via CSceneManager.drawAll, that model does not support shadow mapping as far as I can see (setting multiple render targets, changing material shaders) so I'm not calling drawAll() at all.

If someone knows how shadow mapping will be supported in the future, I would like to know. Otherwise, can I ask for access to CSceneManager.setCurrentRendertime()?
CuteAlien
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Re: CSceneManager::setCurrentRendertime

Post by CuteAlien »

I'm not quite sure what you are asking for. There is no CSceneManager.CurrentRendertime only a CSceneManager.CurrentRenderPass. And that one can be set already.
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mongoose7
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Re: CSceneManager::setCurrentRendertime

Post by mongoose7 »

Thanks. I'll look in the repository.
CuteAlien
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Re: CSceneManager::setCurrentRendertime

Post by CuteAlien »

Ah, OK, I didn't know that one was new :-)
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mongoose7
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Re: CSceneManager::setCurrentRendertime

Post by mongoose7 »

I've looked at the branch and there is no change. Does this mean I have to use 1.9?
hendu
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Re: CSceneManager::setCurrentRendertime

Post by hendu »

Yes, that is changed in trunk. Alternatively, you can expose it in your version.
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