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I don't know of any way to do this because you can only search for ISceneNode (which doesn't contain an IMesh).
If I 'm right about this then it is a huge limitation. The actual mesh is needed for just about everything, after you load your scene: collision detection, physics, etc.
The scene node has a getType() method. If the type is ESNT_MESH you could cast the ISceneNode to an IMeshSceneNode. Now only if IMeshSceneNode had a getMesh() accessor...
It's because an ISceneNode could be everything....a light a camera or something the user defined and as far as i know a light or a camera doesn't have a mesh and u don'T know what the user could use the scenenode for so it's good that there isn't such a method.
but i worked around that with the following trick:
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
It's because an ISceneNode could be everything....a light a camera or something the user defined and as far as i know a light or a camera doesn't have a mesh
You didn't read very well. The issue is why does the IMeshSceneNode interface not provide a getMesh() accessor? All IMeshSceneNode derived classes _should_ have a mesh. You can call setMesh(), why can't you call getMesh()?
t's because an ISceneNode could be everything....a light a camera or something the user defined and as far as i know a light or a camera doesn't have a mesh and u don'T know what the user could use the scenenode for so it's good that there isn't such a method.