I played around with Irrlicht these Days and I really like it very much, since it is very easy to understand and to get started. My salute to the programmers.
To get to the point:
I edited a scene with irrEdit.
On the Skybox, there is only one Texture shown. The rest is white.
The problem is, the texture is found and loaded:
Using renderer: OpenGL 2.0.6479
Sapphire RADEON X1600 PRO x86/MMX/3DNow!/SSE: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
Generated terrain data (256x256) in 0.0730 seconds
Loaded texture: scenes/developer_terrain_texture.jpg
Loaded texture: scenes/developer_detailmap.jpg
Loaded texture: scenes/developer_skybox0.jpg
Loaded texture: scenes/developer_skybox1.jpg
Loaded texture: scenes/developer_skybox2.jpg
Loaded texture: scenes/developer_skybox3.jpg
To get you a clue how it looks like:<?xml version="1.0"?>
<irr_scene>
<attributes>
<string name="Name" value="root" />
<int name="Id" value="0" />
<colorf name="AmbientLight" value="0.968628, 0.980392, 0.827451, 0.000000" />
</attributes>
<node type="terrain">
<attributes>
<string name="Name" value="TheTerrain" />
<int name="Id" value="-1" />
<vector3d name="Position" value="0.000000, 0.000000, -182.045410" />
<vector3d name="Rotation" value="0.000000, 0.000000, 0.000000" />
<vector3d name="Scale" value="15.000000, 1.000000, 15.000000" />
<bool name="Visible" value="true" />
<enum name="AutomaticCulling" value="" />
<int name="DebugDataVisible" value="0" />
<bool name="IsDebugObject" value="false" />
<string name="Heightmap" value="scenes/developer_heightmap.bmp" />
<float name="TextureScale1" value="1.000000" />
<float name="TextureScale2" value="20.000000" />
</attributes>
<materials>
<attributes>
<enum name="Type" value="detail_map" />
<colorf name="Ambient" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Diffuse" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Emissive" value="0.000000, 0.000000, 0.000000, 0.000000" />
<colorf name="Specular" value="1.000000, 1.000000, 1.000000, 1.000000" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="scenes/developer_terrain_texture.jpg" />
<texture name="Texture2" value="scenes/developer_detailmap.jpg" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="true" />
<bool name="ZWriteEnable" value="true" />
<bool name="BackfaceCulling" value="true" />
<bool name="BilinearFilter" value="true" />
<bool name="TrilinearFilter" value="false" />
<bool name="AnisotropicFilter" value="false" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<int name="ZBuffer" value="1" />
<enum name="TextureWrap1" value="texture_clamp_repeat" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</attributes>
</materials>
</node>
<node type="skyBox">
<attributes>
<string name="Name" value="TheSkybox" />
<int name="Id" value="-1" />
<vector3d name="Position" value="0.000000, 0.000000, 0.000000" />
<vector3d name="Rotation" value="0.000000, 0.000000, 0.000000" />
<vector3d name="Scale" value="1.000000, 1.000000, 1.000000" />
<bool name="Visible" value="true" />
<enum name="AutomaticCulling" value="false" />
<int name="DebugDataVisible" value="0" />
<bool name="IsDebugObject" value="false" />
</attributes>
<materials>
<attributes>
<enum name="Type" value="solid" />
<colorf name="Ambient" value="0.000000, 0.000000, 0.000000, 1.000000" />
<colorf name="Diffuse" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Emissive" value="0.000000, 0.000000, 0.000000, 0.000000" />
<colorf name="Specular" value="1.000000, 1.000000, 1.000000, 1.000000" />
<float name="Shininess" value="1.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="scenes/developer_skybox0.jpg" />
<texture name="Texture2" value="scenes/developer_skybox1.jpg" />
<texture name="Texture3" value="scenes/developer_skybox2.jpg" />
<texture name="Texture4" value="scenes/developer_skybox3.jpg" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="false" />
<bool name="BackfaceCulling" value="true" />
<bool name="BilinearFilter" value="false" />
<bool name="TrilinearFilter" value="true" />
<bool name="AnisotropicFilter" value="false" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<int name="ZBuffer" value="0" />
<enum name="TextureWrap1" value="texture_clamp_clamp" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</attributes>
<attributes>
<enum name="Type" value="solid" />
<colorf name="Ambient" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Diffuse" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Emissive" value="0.000000, 0.000000, 0.000000, 0.000000" />
<colorf name="Specular" value="1.000000, 1.000000, 1.000000, 1.000000" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="false" />
<bool name="BackfaceCulling" value="true" />
<bool name="BilinearFilter" value="true" />
<bool name="TrilinearFilter" value="false" />
<bool name="AnisotropicFilter" value="false" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<int name="ZBuffer" value="0" />
<enum name="TextureWrap1" value="texture_clamp_clamp" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</attributes>
<attributes>
<enum name="Type" value="solid" />
<colorf name="Ambient" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Diffuse" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Emissive" value="0.000000, 0.000000, 0.000000, 0.000000" />
<colorf name="Specular" value="1.000000, 1.000000, 1.000000, 1.000000" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="false" />
<bool name="BackfaceCulling" value="true" />
<bool name="BilinearFilter" value="true" />
<bool name="TrilinearFilter" value="false" />
<bool name="AnisotropicFilter" value="false" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<int name="ZBuffer" value="0" />
<enum name="TextureWrap1" value="texture_clamp_clamp" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</attributes>
<attributes>
<enum name="Type" value="solid" />
<colorf name="Ambient" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Diffuse" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Emissive" value="0.000000, 0.000000, 0.000000, 0.000000" />
<colorf name="Specular" value="1.000000, 1.000000, 1.000000, 1.000000" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="false" />
<bool name="BackfaceCulling" value="true" />
<bool name="BilinearFilter" value="true" />
<bool name="TrilinearFilter" value="false" />
<bool name="AnisotropicFilter" value="false" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<int name="ZBuffer" value="0" />
<enum name="TextureWrap1" value="texture_clamp_clamp" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</attributes>
<attributes>
<enum name="Type" value="solid" />
<colorf name="Ambient" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Diffuse" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Emissive" value="0.000000, 0.000000, 0.000000, 0.000000" />
<colorf name="Specular" value="1.000000, 1.000000, 1.000000, 1.000000" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="false" />
<bool name="BackfaceCulling" value="true" />
<bool name="BilinearFilter" value="true" />
<bool name="TrilinearFilter" value="false" />
<bool name="AnisotropicFilter" value="false" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<int name="ZBuffer" value="0" />
<enum name="TextureWrap1" value="texture_clamp_clamp" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</attributes>
<attributes>
<enum name="Type" value="solid" />
<colorf name="Ambient" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Diffuse" value="1.000000, 1.000000, 1.000000, 1.000000" />
<colorf name="Emissive" value="0.000000, 0.000000, 0.000000, 0.000000" />
<colorf name="Specular" value="1.000000, 1.000000, 1.000000, 1.000000" />
<float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="false" />
<bool name="ZWriteEnable" value="false" />
<bool name="BackfaceCulling" value="true" />
<bool name="BilinearFilter" value="true" />
<bool name="TrilinearFilter" value="false" />
<bool name="AnisotropicFilter" value="false" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<int name="ZBuffer" value="0" />
<enum name="TextureWrap1" value="texture_clamp_clamp" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</attributes>
</materials>
</node>
<node type="light">
<attributes>
<string name="Name" value="The Light" />
<int name="Id" value="-1" />
<vector3d name="Position" value="1670.339600, 709.486511, 2105.022461" />
<vector3d name="Rotation" value="0.000000, 0.000000, 100.000000" />
<vector3d name="Scale" value="1.000000, 1.000000, 1.000000" />
<bool name="Visible" value="true" />
<enum name="AutomaticCulling" value="false" />
<int name="DebugDataVisible" value="0" />
<bool name="IsDebugObject" value="false" />
<colorf name="AmbientColor" value="0.972549, 0.866667, 0.545098, 1.000000" />
<colorf name="DiffuseColor" value="0.933333, 0.854902, 0.309804, 1.000000" />
<colorf name="SpecularColor" value="0.941177, 0.968628, 0.650980, 1.000000" />
<float name="Radius" value="45.000000" />
<bool name="CastShadows" value="true" />
<enum name="LightType" value="Directional" />
</attributes>
</node>
</irr_scene>
http://img519.imageshack.us/img519/7310 ... lemnl1.jpg
The resources are all in the same directory:
$(BinDir)/data/scene
The Directory data is set as Path:
m_device->getFileSystem()->addFolderFileArchive("./data/");
Hope you can help me .
rya.