B3D With Vertex Alpha | GUI
Posted: Sun Oct 21, 2007 12:28 pm
Hello,
Sorry for my english, I'm french.
I have two little problems :
1) I've created a terrain with T.Ed (from D-Grafix). I exported it as a B3D Mesh, with vertex alpha and a Negative Offset.
Here's what I get when I import it in irrEdit :
2) My program is like this :
My scene is an OctTree and Particles.
When the GUI is draw, the mesh disappear.
If the GUI is not drawn, or if there's nothing to draw, the mesh is here.
I'm using irrEdit 1.4-alpha, and irrlicht 1.4beta. The OctTree is converted by irrEdit to an irrMesh.
Sorry for my english, I'm french.
I have two little problems :
1) I've created a terrain with T.Ed (from D-Grafix). I exported it as a B3D Mesh, with vertex alpha and a Negative Offset.
Here's what I get when I import it in irrEdit :
2) My program is like this :
Code: Select all
#define SERVER_PORT 47850
#define RANDOM_DATA_SIZE 200
char randomData[RANDOM_DATA_SIZE];
#include <stdlib.h> // For atoi
#include <cstring> // For strlen
#include "IRR/Irrlicht.h"
#include "classNetClient.h"
#ifdef _WIN32
#include <windows.h> // Sleep
#else
#include <unistd.h> // usleep
#include <cstdio>
#endif
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
using namespace std;
int main(void)
{
IrrlichtDevice *irrDevice = createDevice(EDT_OPENGL, dimension2d<s32>(800, 600),32,false,true,false,0);
irrDevice->setWindowCaption(L"War of Shattrith");
IVideoDriver* irrDriver = irrDevice->getVideoDriver();
ISceneManager* irrSceneMgr = irrDevice->getSceneManager();
IGUIEnvironment* irrGUIEnv = irrDevice->getGUIEnvironment();
irrGUIEnv->addStaticText(L"Hello World! Irrlicht Project is here!!", rect<int>(10,10,200,30), true, true, 0, -1);
// Loading the level Mesh
irrSceneMgr->loadScene("DATA\\Lands\\GlueScreen\\irrsc.irr");
// Adding an FPS Camera
irrSceneMgr->addCameraSceneNodeFPS();
//IGUIStaticText* textStatique1;
IGUIStaticText* textStatique1 = irrGUIEnv->addStaticText(L"Test text 1", rect<int>(10,10,200,100),false);
while(irrDevice->run())
{
irrDriver->beginScene(true, true, SColor(255,100,101,140));
//textStatique1->setText(L"Texte changé");
irrSceneMgr->drawAll();
irrGUIEnv->drawAll();
irrDriver->endScene();
}
irrDevice->drop();
return(0);
return 0;
}
When the GUI is draw, the mesh disappear.
If the GUI is not drawn, or if there's nothing to draw, the mesh is here.
I'm using irrEdit 1.4-alpha, and irrlicht 1.4beta. The OctTree is converted by irrEdit to an irrMesh.