Using billboard nodes in Quake 3 Levels

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Mequa
Posts: 13
Joined: Fri Jul 07, 2006 7:39 pm

Using billboard nodes in Quake 3 Levels

Post by Mequa »

When I use billboard scene nodes with Quake 3 levels (as with one of the Irrlicht demos), the billboards show through the Quake 3 level walls.
This is fine for the demo (when the light ball thing is used to illuminate what is in front of the camera), but I want to be able to create fake 3D objects and place them in a Quake 3 map.
(Yes, I know this is a very dated technique for games in 2006! But I especially need it for my project.)

Apart from creating my own version of the billboard scene node (i.e. a very simple mapped mesh node which always faces the camera), is there any way around this?
Acki
Posts: 3496
Joined: Tue Jun 29, 2004 12:04 am
Location: Nobody's Place (Venlo NL)
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Post by Acki »

This is standart for Billboard nodes !!!
You can change this behavior like this:

Code: Select all

bbnode->setMaterialFlag(video::EMF_ZBUFFER, true);
while(!asleep) sheep++;
IrrExtensions:Image
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
Mequa
Posts: 13
Joined: Fri Jul 07, 2006 7:39 pm

Post by Mequa »

Thanks, that solved it :)
Acki
Posts: 3496
Joined: Tue Jun 29, 2004 12:04 am
Location: Nobody's Place (Venlo NL)
Contact:

Post by Acki »

Would I lie to you !?!?! :lol:
while(!asleep) sheep++;
IrrExtensions:Image
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
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