Tree Scene Node v2.1

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JP
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Post by JP »

it's probably just not got the necessary functions or you're not creating the required scene node factory to recreate the tree ;)
Image Image Image
pera
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Post by pera »

not sure how this factory works... any code?
baiqian
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Post by baiqian »

Will you release it for irrlicht 1.5 ? it looks very nice
Azim
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Post by Azim »

netpipe
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Post by netpipe »

that is far from 1.5 friendly, here's a version that works with 1.5 and svn. thanks a million for this Klasger you tree like no other. http://www.xup.in/dl,10862957/ProceduralTrees.7z
baiqian
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Post by baiqian »

thanks Tecan and Azim, i've tried both the links you post, but it can not download completely successfully.
foboth
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Joined: Sun Jun 14, 2009 10:22 pm
Location: Argentina

working download compatible with 1.5 Irredit (plugin)

Post by foboth »

first ... I must thank to all the ppl involved in this develop... its amazing the time and effort and the result of that energy.

I am interested in this plugin for the 1.5 editor (Irredit) ... and like baiqian, the downloads came to an dead end... some one have any working link of this?

Thanks again, later.
fegabe
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Joined: Sun Jun 21, 2009 1:28 am

Post by fegabe »

Hi all,

I´ve discovered this application and it´s fantastic! I would like to export the generated tree to a file to be imported from irrlicht after.

I´ve tried to use this function in main.cpp

Code: Select all

void saveTree ()
{
    core::stringc dest;

    dest = "tree.irr";

    irr::scene::IMeshWriter *writer = manager->createMeshWriter(irr::scene::EMWT_IRR_MESH);
    writer->writeMesh(device->getFileSystem()->createAndWriteFile(dest.c_str()), tree->HighLODMesh);

    writer->drop();
}
and the variable HighLODMesh is created in the function setup in the file CTreeSceneNode.cpp,

Code: Select all

void CTreeSceneNode::setup( const STreeMesh* highLOD, const STreeMesh* midLOD, video::ITexture* billboardTexture )


after HighLODMeshBuffer initilization,

Code: Select all

    HighLODMeshBuffer = highLOD->MeshBuffer;
    MidLODMeshBuffer = midLOD->MeshBuffer;

    // my two lines code ->
    HighLODMesh = new SMesh();
    HighLODMesh->addMeshBuffer(HighLODMeshBuffer);
with type,

Code: Select all

SMesh* HighLODMesh;
I have uploaded the generated mesh file,

http://www.file-upload.eu/download-1715 ... e.irr.html

Thank you very much for your help!
baiqian
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Joined: Sun Apr 06, 2008 2:29 pm

Post by baiqian »

Thank you all, i can download it now. but , anyone has the irredit plugin for irredit1.5 ?
buhatkj
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Post by buhatkj »

the 1.4 version works in 1.5 with only very minor edits. basically just changing the SMaterial.textures[0] to SMaterial.GetTexture(0) or something like that (saying this from memory, dont have the code here).

Anyway, I was able to get it working in irredit 1.5 in like 30 mins. Not too big a deal. If and when i have time I will post it someplace, but no guarantees :-P I am REAL lazy y'know.....
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
marmz
Posts: 7
Joined: Wed Jul 29, 2009 2:48 pm

Procedural Trees on Linux

Post by marmz »

Hi everyone. I succesfully compiled Ptrees on Debian.
But at run i get a Segfault.
Here's GDB debug output:
----------------------------------------------------------------------
Program received signal SIGSEGV, Segmentation fault.
0x0804bf9c in main () at ../../include/vector3d.h:28
28
Current language: auto; currently c++
(gdb) list
23 vector3d(const vector3d<T>& other) : X(other.X), Y(other.Y), Z(other.Z) {}
24
25 // operators
26
27 vector3d<T> operator-() const { return vector3d<T>(-X, -Y, -Z); }
28
29 vector3d<T>& operator=(const vector3d<T>& other) { X = other.X; Y = other.Y; Z = other.Z; return *this; }
30
31 vector3d<T> operator+(const vector3d<T>& other) const { return vector3d<T>(X + other.X, Y + other.Y, Z + other.Z); }
32 vector3d<T>& operator+=(const vector3d<T>& other) { X+=other.X; Y+=other.Y; Z+=other.Z; return *this; }
--------------------------------------------------------------
Hope someone can help me.
hybrid
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Post by hybrid »

Try to recompile without optimizations, will help to find the correct place to look for in the debug.
marmz
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Post by marmz »

ok. i recompiled without flags: -O3 -ffast-math
now we have this:
----------------------------------------------------------------------------------------------
Program received signal SIGSEGV, Segmentation fault.
0x0804cab3 in irr::IReferenceCounted::drop () at ../../include/SMaterial.h:251
251 //! Sets the i-th texture
Current language: auto; currently c++
----------------------------------------------------------------------------------------------
guess what?
hybrid
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Post by hybrid »

Did you also recompile Irrlicht without optimizations? Please show the stack trace ('bt' in gdb). Could be that some stack corrution happens, which scrambles the final error place. Since it mentiones drop() it could be a wrongly called drop which destroys an object that is still used.
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