Hi, I'm now making anlyzing application.
I know ISceneNode itself can unhide for using setVisible function. But I don't know how to unhide Object's especialy part.
I tried getJointNode but can't unhide object.
Is there any way to unhide especially parts?
Thanks
How to unhide object's especially part?
Re: How to unhide object's especially part?
no, there isn't...go wrote:Is there any way to unhide especially parts?
if you want to hide parts of a node then you'll have to create this parts as single objects/nodes...
while(!asleep) sheep++;
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
Re: How to unhide object's especially part?
You can hide a meshbuffer, i have done it on my custom irrlicht engine build.Acki wrote:no, there isn't...go wrote:Is there any way to unhide especially parts?
if you want to hide parts of a node then you'll have to create this parts as single objects/nodes...
Irrlicht splits the mesh into meshbuffer's, each material = different meshbuffer
This is not Transparent sample, but I found MeshMaterial can set for specific part
Not good part for this sample is I can't get MeshBuffer name specific like
getMeshBuffer("chestR");
Thanks
Not good part for this sample is I can't get MeshBuffer name specific like
getMeshBuffer("chestR");
Thanks
Code: Select all
scene::IAnimatedMesh* pinMesh = smgr->getMesh(chest.c_str());
if (pinMesh == NULL)
return 1;
// MeshBuffer
scene::IMeshBuffer *mb[2];
std::cout << "mesh cout is " << pinMesh->getMeshBufferCount() << std::endl;
mb[0] = pinMesh->getMeshBuffer(0);
mb[1] = pinMesh->getMeshBuffer(1);
video::SMaterial & sm = mb[0]->getMaterial();
video::SMaterial & sm2 = mb[1]->getMaterial();
sm.Wireframe = true;
sm2.PointCloud = true;
I think when "PointCloud = true;" property's settings, Only Vertex is drawned. in draw function.
So It is not so much difficult to implement in irrlicht itself to not draw specified parts...(not to draw itself)
But not realzed how to do it..(maybe easy way is implement draw function to add some property to not draw everything, but I don't want to change irrlicht source code itself)
So It is not so much difficult to implement in irrlicht itself to not draw specified parts...(not to draw itself)
But not realzed how to do it..(maybe easy way is implement draw function to add some property to not draw everything, but I don't want to change irrlicht source code itself)
go wrote:I think when "PointCloud = true;" property's settings, Only Vertex is drawned. in draw function.
So It is not so much difficult to implement in irrlicht itself to not draw specified parts...(not to draw itself)
But not realzed how to do it..(maybe easy way is implement draw function to add some property to not draw everything, but I don't want to change irrlicht source code itself)
i have it done on the CAnimatedMeshSceneNode class, you need to learn how this class renders the node and then skip the selected meshbuffers.