If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
kjkrum
Posts: 26 Joined: Wed Oct 29, 2003 5:34 pm
Post
by kjkrum » Thu Mar 11, 2010 8:50 am
I've seen a lot of games use billboards instead of models for grass and such. It usually looks pretty good, and I imagine it's much faster.
ent1ty
Competition winner
Posts: 1106 Joined: Sun Nov 08, 2009 11:09 am
Post
by ent1ty » Thu Mar 11, 2010 3:02 pm
Yes, i guess it is much faster, but I'd like to try this one too.
Ok, so now i have all the grass meshes in one meshbuffer, but how do i create a scene node from it? I thought there would be a func for this in meshmanipulator, but there is not one.
hybrid
Admin
Posts: 14143 Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:
Post
by hybrid » Thu Mar 11, 2010 3:07 pm
Just create an SMesh ('new SMesh'), add the meshbuffer to it, and add the mesh to a new meshSceneNode.
3DModelerMan
Posts: 1691 Joined: Sun May 18, 2008 9:42 pm
Post
by 3DModelerMan » Thu Mar 11, 2010 10:21 pm
You can export hair particles as a mesh by using convert object, in Blender. Then exporting it in a normal file format. Then shouldn't just enabling wire frame rendering work?
ent1ty
Competition winner
Posts: 1106 Joined: Sun Nov 08, 2009 11:09 am
Post
by ent1ty » Fri Mar 12, 2010 12:55 pm
Okay, it looked nice, but think I'm gonna go with billboard grass(an obvious FPS reason). Thanks for help, everyone
Memorial76
Posts: 103 Joined: Mon Aug 10, 2009 8:22 pm
Location: France
Post
by Memorial76 » Fri Mar 12, 2010 12:58 pm
Could you please post some pictures of the render please?
ent1ty
Competition winner
Posts: 1106 Joined: Sun Nov 08, 2009 11:09 am
Post
by ent1ty » Fri Mar 12, 2010 1:35 pm