New Water For IRRLICHT Works Good
Umm, what in the world format is a mpg???
Last edited by MikeR on Wed Apr 13, 2005 11:01 am, edited 1 time in total.
If it exists in the real world, it can be created in 3d
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
So I added the patch and it is just 20k in size - compared to 130k of the rar'ed sources. Ok, I did not include examples sources, but shouldn't change that much. Anyway the patch should be safer in case the SceneManager code or anything else is changed in between. you should be able to apply the patch even after changing some stuff to the original sources while these would get lost in case you copy the complete files.katoun wrote:Yes good
But it is not a patch but more like an upgrade
Anyway there are files just a little modified , 2 files more than 80% modefied and 1 new file added.
hehehe, thnx Katoun for the observations. I made the water plane bigger (200x200) cause I wasn't being able to see the effect in the original; perhaps that's why you see it weird. And also, I exaggerated the effect by leaving "D" pressed a bit more than usual, also so that the effects could be seen properly in the video.
as I said before, simply amazing Katoun!
It does look like the water I mentioned to you before; water in UT2k3. I guess combining your mater with a physics engine and giving it some basic properties will allow us to get ripples where a player walks or moves in it, huh?
triple kudos Katoun!!!!
as I said before, simply amazing Katoun!
It does look like the water I mentioned to you before; water in UT2k3. I guess combining your mater with a physics engine and giving it some basic properties will allow us to get ripples where a player walks or moves in it, huh?
triple kudos Katoun!!!!
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OK, I found it. The problem is appears in internal method
It's always use the same name "water", and this causes some problems - see help for addHillPlaneMesh.
So can be used this method instead
Code: Select all
IAnimatedMesh* animatedMesh =SceneManager->addHillPlaneMesh(
"water", //name
core::dimension2d<f32>(Size,Size), // tileSize
m_tileCount, // tileCount
0, // material
0, // hillHeight
core::dimension2d<f32>(0,0), // countHills
core::dimension2d<f32>(10,10)); // textureRepeatCount
So can be used this method instead
Code: Select all
IAnimatedMesh* animatedMesh =CGeometryCreator::createHillPlaneMesh(
core::dimension2d<f32>(Size,Size), //tileSize
core::dimension2d<s32>(m_tileCount),//tileCount,
0,//material
0,//hillHeight
core::dimension2d<f32>(0,0), //countHills
core::dimension2d<f32>(10,10)); //textureRepeatCount