i was wondering if a scenenode was still considered in collision tests if it is invisible. the reason is i want to use the irrlicht collision on the server app, but obviously i dont want to waste the cpu rendering all the objects. so my idea is to set all scenenode i make on the server to be invisible and just have a status screen using the gui components.
lemme know
-Ted
visibility and collision
visibility and collision
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
ah okies
excellent, that will be very spiffy. yah cuz i dont wanna spend CPU rendering on the server, but i DO wanna use irrlicht.
also one other question, if i load a quake3 level say, and create a tri selector from it, then set is invisible, the selector will always return no triangle and therefore do no collision right?
-Ted
also one other question, if i load a quake3 level say, and create a tri selector from it, then set is invisible, the selector will always return no triangle and therefore do no collision right?
-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
wrong.
A tri selector is simply a list of pointers to vertices. Those vertices exist whether the scene node they belong to is set to 'visible' or not.
However-- while this means OTHER things CAN still bump into IT, the collision response animator will not be called ON it-- so IT CANT bump into OTHER things.
A tri selector is simply a list of pointers to vertices. Those vertices exist whether the scene node they belong to is set to 'visible' or not.
However-- while this means OTHER things CAN still bump into IT, the collision response animator will not be called ON it-- so IT CANT bump into OTHER things.
a screen cap is worth 0x100000 DWORDS
ahhh..it becomes clear...
so i can make the level invisible, and the characters will still bump into it, but if i make the characters invisible, they wont bump into anything.
well not having to render the level will definitely save some cpu time, but i definitely look forward to having that extra control you mention in 0.5
thanks for the clarification keless
-Ted
well not having to render the level will definitely save some cpu time, but i definitely look forward to having that extra control you mention in 0.5
thanks for the clarification keless
-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net