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
}
}
}