Yes, in SMaterial, MipmapLODBias or something like that.Lonesome Ducky wrote:If irrlicht has a way of changing MipMap bias, you can change it to a further value as well.
Mesh Combiner
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It should, as the dwarf model had a different texture for its axe and it worked. Now, if you're using materials with different colors then that's a problem. It combines any materials that use the same texture into one material (otherwise separate meshbuffers would have to be used, which would defeat the purpose.) Be sure you're using materials that have textures
really nice work lonesome ducky, but
1.Although the FPS is shown and i can see a big difference between the mesh combiner and scene nodes I get a black screen when i start the example.
2. I don't really understand how your mesh combiner works. Whats the difference between normal scene nodes and your method? Pls explain for dummies^^
1.Although the FPS is shown and i can see a big difference between the mesh combiner and scene nodes I get a black screen when i start the example.
2. I don't really understand how your mesh combiner works. Whats the difference between normal scene nodes and your method? Pls explain for dummies^^
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1) Try moving the camera around, I don't think I actually faced it towards the terrainXero wrote:really nice work lonesome ducky, but
1.Although the FPS is shown and i can see a big difference between the mesh combiner and scene nodes I get a black screen when i start the example.
2. I don't really understand how your mesh combiner works. Whats the difference between normal scene nodes and your method? Pls explain for dummies^^
2) Basically, the graphics card can render a single huge batch of triangles much faster than tons of small batches. So this combines those small batches into one large batch. Not only this, but it also greatly reduces the amount of work irrlicht itself has to do, because it only needs to update one scene node instead of thousands.
Yeah, I seem to recall having problems with a single texture being used for the whole thing, as the texture packer would expand the texture atlas bigger than it needed to be for just one texture, so the uv's would be off and incorrect.pepeshka wrote:That's good to hear, actually I was just using a test model with (IIRC) one textured material and one color. I'll try with multiple textures.
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Great project Ducky...but there still a lot of memory leaks..is there a way to fix this?
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
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A question about combining meshes
It is possible to combine several meshes and to respect the materials and textures assigned, using MeshCombiner.
My problem is the following: I am creating a room using planes for walls, floor and roof and when I combine the meshes, using MeshCombiner, it tries to combine the textures of the floor, walls and roof in all the places.
Some way exists of combining the meshes of the planes to obtain a single object but that the textures are in the place that I put them.
My problem is the following: I am creating a room using planes for walls, floor and roof and when I combine the meshes, using MeshCombiner, it tries to combine the textures of the floor, walls and roof in all the places.
Some way exists of combining the meshes of the planes to obtain a single object but that the textures are in the place that I put them.
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Re: A question about combining meshes
It will only work when the textures don't tile, which is likely the problem your case. It is not at all trivial to make it work with tiling textures and I regret to say that it's beyond my ability.DanielLoynaz wrote:It is possible to combine several meshes and to respect the materials and textures assigned, using MeshCombiner.
My problem is the following: I am creating a room using planes for walls, floor and roof and when I combine the meshes, using MeshCombiner, it tries to combine the textures of the floor, walls and roof in all the places.
Some way exists of combining the meshes of the planes to obtain a single object but that the textures are in the place that I put them.
I wasn't aware of any large memory leaks. I thought I deleted all my pointers. But if you're having problems with it, go through the code and make sure I really did delete all the pointersZurzaza wrote:Great project Ducky...but there still a lot of memory leaks..is there a way to fix this?
Now this library not correct calculate bounding box.
To fix this bug add this line in CMeshCombiner.cpp
to lines 470 and 351
To fix this bug add this line in CMeshCombiner.cpp
to lines 470 and 351
Code: Select all
meshBuffer[x]->recalculateBoundingBox();