3ds Meshes appear 'exploded' in version 1.1

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tbedran
Posts: 5
Joined: Wed Nov 08, 2006 8:54 pm

3ds Meshes appear 'exploded' in version 1.1

Post by tbedran »

So, I recently updated the version from 1.0 to 1.1. The only thing I had to change to get my code to compile and run was change addTestSceneNode to addCubeSceneNode.

Now, my models appear dissassembled and exploded. See image:
http://my.fit.edu/~tbedran/VFIT_blown-up
Trust me when I say it didn't previously look like this.

Console shows no problems:
Loaded mesh: dormQuad.3ds
Needed 762ms to create OctTree SceneNode.(920 nodes, 33874 polys)
Loaded texture: stones.jpg
Loaded mesh: woodRegion.3ds
Needed 0ms to create OctTree SceneNode.(1 nodes, 12 polys)
Loaded mesh: shawRegion.3ds
Needed 0ms to create OctTree SceneNode.(1 nodes, 12 polys)
Loaded mesh: grissomRegion.3ds
Needed 0ms to create OctTree SceneNode.(1 nodes, 12 polys)
Loaded mesh: campbellRegion.3ds
Needed 0ms to create OctTree SceneNode.(1 nodes, 12 polys)
Needed 4420ms to create OctTreeTriangleSelector.(585 nodes, 33874 polys)


Code is this:

Code: Select all

void buildMeshs(std::vector<BuildingMesh*> bmBuildingMeshs){

		for (unsigned int iCounter = 0;iCounter<bmBuildingMeshs.size();iCounter++){
			scene::IAnimatedMesh* BuildingMesh = 
				vFITirrLib->getSceneManager()->getMesh(bmBuildingMeshs.at(iCounter)->filename);
			
			
			if (BuildingMesh){
				iraBuildingMeshes.push_back(BuildingMesh);

				scene::ISceneNode* BuildingNode = vFITirrLib->getSceneManager()->addOctTreeSceneNode(BuildingMesh->getMesh(0));
				BuildingNode->setMaterialFlag(video::EMF_LIGHTING, false);
				//BuildingNode->setScale(core::vector3df(4,4,4));
				//BuildingNode->setMaterialTexture(0, irvdDriver->getTexture("media/stones.jpg"));
				BuildingNode->setVisible(true);
				BuildingNode->setMaterialType(irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
				irsnBuildingNodes.push_back(BuildingNode);
				
			}else{
				//failed to load Mesh, do error handling
			}
		}
	           
    }
Is there something else that changed with the 3ds loader that I am unaware of because the documentation has not changed? If so, please link me to a patch or fix ... or SOMETHING!!?!
bitplane
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Post by bitplane »

does this mesh viewer fix it?
http://bitplane.net/dump/temp/irrlicht_ ... x_test.zip
if it does, just snag the latest version of the loader from svn.
not, please post a link to your mesh
Submit bugs/patches to the tracker!
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tbedran
Posts: 5
Joined: Wed Nov 08, 2006 8:54 pm

Post by tbedran »

I am not familiar with this svn. How do I snag that latest version of the mesh loader and what is the link?

Shouldn't version 1.1 have the correct loader to begin with?
belfegor
Posts: 383
Joined: Mon Sep 18, 2006 7:22 pm
Location: Serbia

Post by belfegor »

The SVN link:
https://svn.sourceforge.net/svnroot/irrlicht/

And you need something like tortoiseSVN prg. i dont remember
the link but you can google it.
Small FPS demo made using Irrlicht&NewtonDEMO
InfoHERE
Its at very early stage but i think im crazy enough to finish it all alone.
hybrid
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Location: Oldenburg(Oldb), Germany
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Post by hybrid »

Irrlicht 1.1 had a problem with 3ds meshes which were partially displaced. You can use the meshviewer bitplane provided in his link to check if the next version will have it fixed. In case it does you can also just wait for the next release then. But if it still does not work please report again, maybe also post the mesh to check.
tbedran
Posts: 5
Joined: Wed Nov 08, 2006 8:54 pm

when is the next release?

Post by tbedran »

Do you know when the next release will come?

All of my meshes are "partially" displaced.
tbedran
Posts: 5
Joined: Wed Nov 08, 2006 8:54 pm

Post by tbedran »

Also... what are the files I need to download to replace the mesh loader I have? What do I do when I have those files?
hybrid
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Post by hybrid »

Irrlicht 1.2 will be released before 2007 (see the changes.txt in SVN) :D
I think I have a patch on my webpage for the 3ds loader problem, try that one before trying SVN.
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