Allright, I figured out how to build my world in 3D and how to set the f* cam.
First I started with some terrain scene nodes, but then I found out it takes too much time to create them at runtime.
Now, I use (21 x 80) AnimatedMeshSceneNodes (for each map location one).
When a new tile need to be created at runtime.
I set a basic hill plane mesh to this node and load a map texture (each 512 x 512 in size) on that (floors/walls).
I works good, but when the whole map is visible (detected) the game will slow down.
Has anyone a better solution or is this a good way to create some 3D tiles?
On the other hand, does someone know if it’s possible to have some half transparent walls, created this way? Even when loaded some half transparent *.png textures, they appear to be solid.
@MarcinS & deesine
Did you tried to run the game in OpenGL?
I still found no solution which causes Direct3D to be failed.
Since I use only the basic stuff like in any tutorial like:
device = CreateDevice(),
driver->getTexture(),
beginScene(),
endScene()
there should be no problem.
MarcinS wrote: all projects from irrlicht works but not yours so it can’t be the directx problem
Are this projects use the new Irrlicht 1.5 *.dll?
Sorry, but im still thinking of a driver problem or something sililar.
In windows it’s possible to check the DirectX from
Startmenu->Run “dxdiag”
Does the Direct3D 9.0c Test succeed?
To create a playable version I have to build all Objects as 3D Objects and this is my next step.
Now, I will crawl back to the hole that I came and don’t go out until summer (or until the game is playable).