getting submeshes by name
getting submeshes by name
Is there some way to obtain and a submesh by name from a model (or node) and apply it a different texture than the rest of the model?
ru guo ni yao ai, ni jiang bu hui shi qu
Unfortunately in Irrlicht you can only apply one texture to a mesh (well, it supports multiple textures depending on the material type, but the second textures are for stuff like reflection maps, etc). To get what you want, you will have to put all the textures in one file, then apply UV mapping in your 3d editor.
Impossible. I have 4 races, with two genders each one. Supposing I have just a couple of different items (helmet/no helmet, armor/no armor, etc) that would require an incredible amount of skining work. I want to have only one "armor skin" that fits all possible races and so on for other items (helmets, gloves, etc).
ru guo ni yao ai, ni jiang bu hui shi qu
this is the problem i ran into (and which hopefully gets changed in a future release) - it seems the only way to do this in IRR is to make separate models for all the parts of your object - and then its one texture per model
niko, are you open to changing this in future releases? it is one of those niceties that many take for granted in their 3d engine - sometimes its good to have one UV mapped graphic and sometimes its much nicer to have separate textures applied (with or without UV) to a submesh
in my app i have block objects for things like trees and parts of buildings - usually these have two or three submeshes with different textures - and my end users can change the textures individually on the fly - so you can see it would be easier for me to make one mesh with submeshes and textures rather than try to require my users to make a UV mapped graphic or break my models into many smaller models
niko, are you open to changing this in future releases? it is one of those niceties that many take for granted in their 3d engine - sometimes its good to have one UV mapped graphic and sometimes its much nicer to have separate textures applied (with or without UV) to a submesh
in my app i have block objects for things like trees and parts of buildings - usually these have two or three submeshes with different textures - and my end users can change the textures individually on the fly - so you can see it would be easier for me to make one mesh with submeshes and textures rather than try to require my users to make a UV mapped graphic or break my models into many smaller models