GUI and BSP Problem

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Lonesome

GUI and BSP Problem

Post by Lonesome »

Hi, I just wanted to let you know of a problem I am having. I'm just playing around with the engine right now, and I have a model, a bsp level with a camera, a static text box, and a button. The problem is, the button and text box do not show up. I have changed the drawing order and it does not help. If I don't have the scenemanager drawall, it works. It also works when I comment out this line:

Code: Select all

ISceneNode *bsp = scenemgr->addOctTreeSceneNode(mesh->getMesh(0));
When I take out that one line, the gui elements work and the items in the scenemanager are drawn (except for the map, which the above line draws).

Nice work on the engine by the way, very clean and easy to use!
niko
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Post by niko »

You are drawing your guiEnvironment after the sceneManager, are you? :) And if so, are you using OpenGL or D3D? Is it getting better, if you change the MaterialType of the .bsp to e.g. EMT_SOLID ?
Guest

Post by Guest »

It's all fixed, thank you for the help :)
niko wrote:You are drawing your guiEnvironment after the sceneManager, are you? :)
No, I wasn't. I tried both ways and neither worked.
niko wrote:And if so, are you using OpenGL or D3D?
I was using OpenGL. I tried it with Direct3D, and it worked, but still nothing with OpenGL.
niko wrote:Is it getting better, if you change the MaterialType of the .bsp to e.g. EMT_SOLID ?
This fixed it. Thank you very much!

A quick question...while I was changing the different video drivers (D3D/OpenGL/Software), I tried to put it on software and the BSP map was very distorted. I couldn't make out anything on it, until I backed outside of the castle. Once there, I could see the outside of the castle normally, but when I got closer to it, the view got a little distorted and inside, it looked like polygons were using the wrong vertices, because everything was not in the right spot.
niko
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Post by niko »

That's because the SoftwareRenderer is currently not clipping polygons correctly. But I'll fix this someday.
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