CCloudSceneNode - clouds with levels of detail
Glad you all like it
I fixed the broken download, thanks for mirroring MikeR!
@etcaptor, I'd love to see some screenshots if you make some other coole effects
@puh- They're not infinite, they just get more detailed as you get closer. You can rotate and move but not scale the clouds, I was just showing off rotation since you can't rotate particle systems.
and there's a new video here: http://www.bitplane.net/dump/cloud3.avi
I fixed the broken download, thanks for mirroring MikeR!
@etcaptor, I'd love to see some screenshots if you make some other coole effects
@puh- They're not infinite, they just get more detailed as you get closer. You can rotate and move but not scale the clouds, I was just showing off rotation since you can't rotate particle systems.
and there's a new video here: http://www.bitplane.net/dump/cloud3.avi
Nice ... but
i tried on .11 and it seems to be an z-order bug. Also it seems that you can only use png with alpha or else you get no good result.
The code is working only for OPENGL ... if you try using DIRECTX no think will be drawn.
And your programing: i think you sold use #include "CCloudSceneNode.h" not cpp in main,
CCloudSceneNode::CCloudSceneNode(ISceneNode* parent, ISceneManager* mgr, ITimer *devicetimer , s32 id,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale )
: ISceneNode(parent, mgr, id, position, rotation, scale)
in CCloudSceneNode.cpp and
class CCloudSceneNode : public ISceneNode
in CCloudSceneNode.h.
Nice ...
i tried on .11 and it seems to be an z-order bug. Also it seems that you can only use png with alpha or else you get no good result.
The code is working only for OPENGL ... if you try using DIRECTX no think will be drawn.
And your programing: i think you sold use #include "CCloudSceneNode.h" not cpp in main,
CCloudSceneNode::CCloudSceneNode(ISceneNode* parent, ISceneManager* mgr, ITimer *devicetimer , s32 id,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale )
: ISceneNode(parent, mgr, id, position, rotation, scale)
in CCloudSceneNode.cpp and
class CCloudSceneNode : public ISceneNode
in CCloudSceneNode.h.
Nice ...
bitplane wrote:on Pr3t3nd3r's comments... where would I put the #include "CCloudSceneNode.cpp" then? down at the bottom of CCloudSceneNode.h seems messy
You should include only .h files. The .cpp files are compiled separately and linked against the other .o files from your app in order to form the final executable. You can also add the compiled CCloudSceneNode.o to your own version of Irrlicht.dll and don't think about it anymore (if you add the .h file to irrlicht.h it will be even completely automatic).
Last edited by Midnight on Tue May 18, 2010 6:23 pm, edited 1 time in total.
Duplicate partial post .... if any one want to test
If any one want to test to see if this solves the problem ...
And one question.
Why begeining with irrlicht 1.11 you have commented the line
material.ZWriteEnable = false; in
class: ..materialrender_TRANSPARENT_ALPHA_CHANEL
in every material render.h ?
I think that's why the cloud scene node form the project announcemets is not workink ...
Is that fixing any problem with 127 alpha? meybe you should do somethink for the cloud scene node(using png ...) to work too... a diferent render for textures with all alpha ...
(I haven't tested to see if that generate the error ..)