Grass Node v0.3.x
Bitplane I would like to use your grass in my project Journals of Celriech.(name will be changed soon)
I have already combined your grass glass with my source with 0 problems.
The thing is I use a milkshape 3d generated heightmap for terrain. That is because I'm storing my terrain in a 3d format than heightimage -> to have better physics with newton (terrains in irrlicht are causing some issues with newton);
So in game I have a 3d model of my terrain as world and I would like to add grass on-to it. I also have my heightmap image. (please note that I scale terrain in Milkshape)
Hmm when I create grass It is created only on the heightmap (on the little heightmap image); so how would I resize the heightmap image to get effect I would like to have ?
I have already combined your grass glass with my source with 0 problems.
The thing is I use a milkshape 3d generated heightmap for terrain. That is because I'm storing my terrain in a 3d format than heightimage -> to have better physics with newton (terrains in irrlicht are causing some issues with newton);
So in game I have a 3d model of my terrain as world and I would like to add grass on-to it. I also have my heightmap image. (please note that I scale terrain in Milkshape)
Hmm when I create grass It is created only on the heightmap (on the little heightmap image); so how would I resize the heightmap image to get effect I would like to have ?
@ bitplane, I saw this in your source. Do you resolve this problem?// i give up. terrain pivot and position are different.
core::vector3df xz(p.X/Terrain->getScale().X,0.0f,p.Z/Terrain->getScale().Z);
I use similar technique for align in my project because it's faster then collisionPoint for terrain. This can resolve this problem:
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xz((p.X - Terrain->getPosition().X)/Terrain->getScale().X, 0.0f,
(p.Z - Terrain->getPosition().Z)/Terrain->getScale().Z));
Hi!
First off all: Great work with that Scene-Node!
I tried to implement it into a project I'm working on, but I get some error messages:
If I'm trying to create pointers to IWindGenerator and CGrassPatchSceneNode", I'm getting errors, saying that "IWindGenerator" or "CGrassPatchSceneNode" are not members of irr::scene. Still, if I type irr::scene:: (using MS Vs 2005), IWindGenerator and CGrassPatchSceneNode show up correctly...
I tried to rewrite your source-files to fit them into our namespace, but then I'm getting an "external could not be resolved"-error, which makes it nearly impossible for me to track the error down...
Any suggestions?
First off all: Great work with that Scene-Node!
I tried to implement it into a project I'm working on, but I get some error messages:
If I'm trying to create pointers to IWindGenerator and CGrassPatchSceneNode", I'm getting errors, saying that "IWindGenerator" or "CGrassPatchSceneNode" are not members of irr::scene. Still, if I type irr::scene:: (using MS Vs 2005), IWindGenerator and CGrassPatchSceneNode show up correctly...
I tried to rewrite your source-files to fit them into our namespace, but then I'm getting an "external could not be resolved"-error, which makes it nearly impossible for me to track the error down...
Any suggestions?
Hi,
this question is answered on page 3 by bitplane:
Look for:
Regards - Xaron
this question is answered on page 3 by bitplane:
Look for:
Code: Select all
core::dimension2d<f32> size(rand() % 40 +50, rand() % 60 + 50);
Grass Scenenode
Hmm is the node no longer available? link seems dead
Hello,
I try to compile, but i get this error:
So i changed the s32 to u32, and i didn't get this err anymore,
but i get a different one:
When I init the Grass node, i do this?
How to fix it?
I try to compile, but i get this error:
Code: Select all
45 G:\Dev-Cpp\IRRLICHT\irrlicht-1.3\examples\##GAME##\Grass\CGrassPatchSceneNode.h conflicting return type specified for `virtual irr::s32 irr::scene::CGrassPatchSceneNode::getMaterialCount()'
334 G:\Dev-Cpp\IRRLICHT\irrlicht-1.3\include\ISceneNode.h overriding `virtual irr::u32 irr::scene::ISceneNode::getMaterialCount()'
but i get a different one:
When I init the Grass node, i do this?
Code: Select all
scene::CGrassPatchSceneNode** grass;
Last edited by Holiday on Sat Apr 28, 2007 3:51 pm, edited 2 times in total.
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