Grass Node v0.3.x

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kklouzal
Posts: 343
Joined: Sun Mar 28, 2010 8:14 pm
Location: USA - Arizona

Re: Grass Node v0.3.x

Post by kklouzal »

Oh wow this is great! I'm adding it to my project thank you!

Is this still being worked on??
Dream Big Or Go Home.
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Insomniacp
Posts: 288
Joined: Wed Apr 16, 2008 1:45 am
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Re: Grass Node v0.3.x

Post by Insomniacp »

seeing as the original post is from 2006 and the last post was in 2010 I don't think anyone is actively working on it anymore...
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Re: Grass Node v0.3.x

Post by ACE247 »

It's kinda dead but works great with Irrlicht svn even.
Latest build works 100% http://www.mediafire.com/?sprs2r7kq2035se
Granyte
Posts: 850
Joined: Tue Jan 25, 2011 11:07 pm
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Re: Grass Node v0.3.x

Post by Granyte »

visual studio 2010\projects\procedural terrain gen\procedural terrain gen\CGrassPatchSceneNode.h(32): error C2039: 'IWindGenerator' : is not a member of 'irr::scene'

i'm currently getting that error any one could enlighten me?

i have completely stiripped every reference to wind it solved that issue but now i have no grass apearing so it is still not working

i used the code from the last sample poster wich does not compile ethier here


fixed now it compile but i got a new issue the grass doesnot cover the full terrain if you use a height map larger then 256*256

EDIT i fixed all i just had to crank the patch size to 40 and now it cover the whole map
ison
Posts: 42
Joined: Sun Mar 24, 2013 9:09 pm

Re: Grass Node v0.3.x

Post by ison »

Hey, is this still working in irr 1.8?
It seems that textures doesn't work after I compile example. They display as a black squares instead of textured ones.
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