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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
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
currently it is not. I already made a post about this, and also whether setting one should set it's children to invis/etc. Niko is adding functionality to specify exactly what gets turned on/off for the next version.
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
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
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.