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- Posts: 313
- Joined: Tue Nov 01, 2005 5:01 am
I have a question regarding this:Spintz wrote:In Irrlicht-0.12, EVT_STANDARD, was a vertex with 1 texture coord, EVT_2TCOORDS was a vertex structure with 2 texture coords and you had EVT_TANGENTS, which actually had 3 texture coords ( it used texture coords 2 & 3 for other data ). I got rid of the EVT_2TCOORDS vertex type and now, EVT_STANDARD holds up to 8 texture coords and 8 texture pointers.
In my physics class I set the collision mesh for newton. Therefor I did the following:
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scene::SMeshBufferLightMap mb;
( ( scene::ITerrainSceneNode* )g_vars.terrainNode )->getMeshBufferForLOD( mb, 3 );
// get vertex data
video::S3DVertex2TCoords *vertices = ( video::S3DVertex2TCoords* )mb.getVertices();
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scene::SMeshBuffer mb;
( ( scene::ITerrainSceneNode* )g_vars.terrainNode )->getMeshBufferForLOD( mb, 3 );
// get vertex data
video::S3DVertex *vertices = ( video::S3DVertex* )mb.getVertices();
Hi! Spintz.
For static mesh terrain i use the getCollisionPoint to get the land level
(Y position) of my mesh terrain at any X,Z position w/o a problem.
For terrainscenenode how can i attain this, for some reason sometimes
I dont get a collisionpoint from the terrainscenenode. or maybe i
implement it the wrong way.
Thanks in advance for any hint.
For static mesh terrain i use the getCollisionPoint to get the land level
(Y position) of my mesh terrain at any X,Z position w/o a problem.
For terrainscenenode how can i attain this, for some reason sometimes
I dont get a collisionpoint from the terrainscenenode. or maybe i
implement it the wrong way.
Thanks in advance for any hint.
Hey Spintz,
using your SphereParticleEmitter I have a suggestion for improvement.
Although the parameter radius is a float it only works for integer radius values because of line 53 in CParticleSphereEmitter.cpp:
fmodf doesn't seem to work the way it looks like. If you use a Radius below 1.0f (which I needed) it doesn't work correctly.
So I changed the above line to:
Regards - Xaron
using your SphereParticleEmitter I have a suggestion for improvement.
Although the parameter radius is a float it only works for integer radius values because of line 53 in CParticleSphereEmitter.cpp:
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f32 distance = fmodf( (f32)os::Randomizer::rand(), Radius );
So I changed the above line to:
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f32 distance = fmodf( (f32)os::Randomizer::rand(), Radius * 1000.0f ) / 1000.0f;
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- Posts: 24
- Joined: Fri Nov 04, 2005 1:44 pm
- Location: Grafenwoehr, Germany