Lonesome Ducky wrote:If irrlicht has a way of changing MipMap bias, you can change it to a further value as well.
Yes, in SMaterial, MipmapLODBias or something like that.

Xero 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^^
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.




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.
Zurzaza wrote:Great project Ducky...but there still a lot of memory leaks..is there a way to fix this?

meshBuffer[x]->recalculateBoundingBox();Return to Project Announcements
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