If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
userdima
Posts: 22 Joined: Wed Jun 04, 2008 8:30 pm
Post
by userdima » Wed Jan 13, 2010 8:56 pm
Please, can someone tell me, what terrain system is best in very large world. Original irrlicht terrain is not ideal, not very good quality and need much code to build huge world (dynamic terrain chunks creation and deletion)/ Arras terrain wis huge scale is bad too. I also need something like texture-splatting and physics (irrPhysX) support. What would you recommend?
Sorry for my english, I'm from belarus!
rootroot1
Posts: 44 Joined: Wed Nov 25, 2009 6:42 pm
Location: Odessa, Ukraine
Post
by rootroot1 » Wed Jan 13, 2010 11:48 pm
You can generate terrain mesh in Milkshape3D
А я из Украины !!!!!!!!!!!!!!
Привет, братишка !!!!!!!!!!!!!!!!!!!!!!!!!!!!
userdima
Posts: 22 Joined: Wed Jun 04, 2008 8:30 pm
Post
by userdima » Thu Jan 14, 2010 9:16 am
The problem is, if I create mesh for example in EarthSculptor with dimension like 1000x1000, it loads in irrlicht as totally messed up mesh!
Да, здравствуй!
Sorry for my english, I'm from belarus!
hybrid
Admin
Posts: 14143 Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:
Post
by hybrid » Thu Jan 14, 2010 9:19 am
Which format do you use? Most meshes are restricted to 65535 vertices per meshbuffer. Many programs don't export meshes as flexible, and will create broken rendering in Irrlicht.
userdima
Posts: 22 Joined: Wed Jun 04, 2008 8:30 pm
Post
by userdima » Thu Jan 14, 2010 9:24 am
Yes, thats the problem! Earth sculptor and other tools i've seen use obj mesh format. What can i do to convert corrupted mesh to other working format?
Sorry for my english, I'm from belarus!
3D Ace
Posts: 66 Joined: Sun Oct 04, 2009 8:47 am
Location: Swakopmund, Namibia
Contact:
Post
by 3D Ace » Thu Jan 14, 2010 12:30 pm
I also use(used) Eathsculptor. The mesh exporter is kinda broken, try using heightmaps.
zhanglixue_1985
Posts: 7 Joined: Sun Jan 03, 2010 10:11 am
Post
by zhanglixue_1985 » Thu Jan 14, 2010 1:28 pm
hybrid wrote: Which format do you use? Most meshes are restricted to 65535 vertices per meshbuffer. Many programs don't export meshes as flexible, and will create broken rendering in Irrlicht.
if one object is made of 1 million triangles,can it be used in irrlicht?due to the limation 65535
randomMesh
Posts: 1186 Joined: Fri Dec 29, 2006 12:04 am
Post
by randomMesh » Thu Jan 14, 2010 1:32 pm
zhanglixue_1985 wrote: if one object is made of 1 million triangles,can it be used in irrlicht?due to the limation 65535
The limit of 65535 vertices is per meshbuffer, not per object.
"Whoops..."
zhanglixue_1985
Posts: 7 Joined: Sun Jan 03, 2010 10:11 am
Post
by zhanglixue_1985 » Thu Jan 14, 2010 1:40 pm
randomMesh wrote: zhanglixue_1985 wrote: if one object is made of 1 million triangles,can it be used in irrlicht?due to the limation 65535
The limit of 65535 vertices is per meshbuffer, not per object.
wow,it confuses me,you mean we can divide meshes(belong the same object ) into many parts,then import them one by one??
Thank you!
hybrid
Admin
Posts: 14143 Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:
Post
by hybrid » Thu Jan 14, 2010 2:20 pm
Even better, the object is still loaded as one, meshbuffers are automatically created based on e.g. obj groups and materials.