Hi
My world is in 3d, nodes and terrain. Over that I can have menues (draw2dimage), but that locks me to have all 3d behind all 2d! I wanna add nodes in menys and toolboxes/controlwindows...
Is this doable? It really must be, or else all my projects are in trouble...
Thanks for helping out
Beam
Nodes OVER interface?
I have a similar topic:
I try to draw (render?) certain nodes in front of all other nodes, disregarding the position of other SceneNodes.
(Well, I want to draw gui above these special nodes, but thats only part of it.)
So I've tried: (semi-code)
in the device->run() - loop.
Which could be what "Guest" meant.
Also I've tried to render "certainNode" after drawing All without resetting the scene, which can not work, since the z-buffer values are still filled.
I don't want to transform the position and scale of my "certainNode" where I want it to be, to a virtual Position, where it will be rendered in front of all other!
So far, so bad,
Matthias
I try to draw (render?) certain nodes in front of all other nodes, disregarding the position of other SceneNodes.
(Well, I want to draw gui above these special nodes, but thats only part of it.)
So I've tried: (semi-code)
Code: Select all
drv->beginScene(true, true,..); // reset backbuffer and zbuffer
..->drawAll(..) // smgr, gui, and stuff
drv->endScene();
drv->beginScene(false, true,..); // only reset zbuffer
certainNode->render();
drv->endScene();
Which could be what "Guest" meant.
Also I've tried to render "certainNode" after drawing All without resetting the scene, which can not work, since the z-buffer values are still filled.
I don't want to transform the position and scale of my "certainNode" where I want it to be, to a virtual Position, where it will be rendered in front of all other!
So far, so bad,
Matthias
YASS - Yet another Space Shooter
under Devolpment, see http://yass-engine.de
under Devolpment, see http://yass-engine.de
So far, so good (?)
I've should have waited some minutes to post something:
For my purpose, this fixes this:
But I do not know, if with this it is also possible to draw SceneNode's above GUI Element's. Maybe you need to render() your Node's seperatly / again. But I think it is essential to disable ZBuffer at the Node's you want to display in front of your GUI.
Good night / good day,
Matthias
For my purpose, this fixes this:
Code: Select all
video::SMaterial mat = node->getMaterial();
mat.ZBuffer = false;
Good night / good day,
Matthias
YASS - Yet another Space Shooter
under Devolpment, see http://yass-engine.de
under Devolpment, see http://yass-engine.de
Sarin I dont understand your post.
smgr->drawAll() //draws world
drawIntf() //draw bitmapp interface
guienv->drawAll() //draws premade-irrlicht GUI objects right?
So with this method I could not do what this tread is about, if I didnt misunderstood you. I want to have animatedSceenNodes and normal smgr->drawAll() in the interface, not just the premade gui-objects.
Thanks anyway
Beam
smgr->drawAll() //draws world
drawIntf() //draw bitmapp interface
guienv->drawAll() //draws premade-irrlicht GUI objects right?
So with this method I could not do what this tread is about, if I didnt misunderstood you. I want to have animatedSceenNodes and normal smgr->drawAll() in the interface, not just the premade gui-objects.
Thanks anyway
Beam