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different renderer?
#94012
10/12/06 04:08
10/12/06 04:08
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
OP
Expert
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OP
Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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well i posted this in the third-party tools, but in hindsight i should have posted it here, since it isnt necessarily 3rd party related, ok i figured id ask you guys youselves since matt told me he didn't think so i figured id make sure. Is there a way to disable 16 rendreing, and do the rendering through the use of a different engine, my question is because i prefer irrlichts rendering system, bloodline said he'd done it with ogre, but the a6 renderer still had shown through, so if there is a way to turn of a6 rendering, how do you go about doing it?
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Re: different renderer?
[Re: lostclimate]
#94017
10/12/06 08:53
10/12/06 08:53
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Joined: Jan 2006
Posts: 1,829 Neustadt, Germany
TWO
Serious User
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Serious User
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
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Oh, so we just can go this way? I tought about writing a function like (just exemple):
DLLFUNC var A6R_ent_create(xyz) { ent_create(xyz); Entity* Ent = A6Render::getSingleton().getSceneMgr()->createEntity( "oli", "ogrehead.mesh" ); A6Render::getSingleton().getSceneMgr()->getRootSceneNode()->attachObject( Ent ); }
and then check in a linked list if position has changed, etc. I know, would not be the best solution, but ogre is really a great pice of code.
I tried that way, setting ogreīs rendering window not to auto create itīs window, but to use a6 rendering device. Didnīt work.
p.s Iīm writing on a little allready running engine when Iīm bored, so my skills may be not the problem; And Iīve taken a look on working with dx one year ago.
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Re: different renderer?
[Re: lostclimate]
#94021
10/12/06 14:19
10/12/06 14:19
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Joined: Jan 2006
Posts: 1,829 Neustadt, Germany
TWO
Serious User
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Serious User
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
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Sry, itīs me again; I sat up a simple test. But the render donīt get called: Code:
DLLFUNC int ERender_Eentity() { error("Hello Urmel!");
// Get all data ENTITY* pEntity = (ENTITY*)ev->me; BMAP* pSkin = (BMAP*)ev->render_map[0]; LPD3DXMESH pMesh = (LPD3DXMESH)ev->render_mesh; D3DMATERIAL9* pMaterial = (D3DMATERIAL9*)ev->render_d3dmaterial; LPD3DXEFFECT pEffect = (LPD3DXEFFECT)ev->render_d3dxeffect; IDirect3DDevice9* pd3dDevice = (IDirect3DDevice9*)ev->pd3ddev;
// Render (just a test, donīt know if it does sth) if( SUCCEEDED( pd3dDevice->BeginScene() ) ) (...)
return 1; }
DLLFUNC void ERender_Init() { ev->mat_model->event = (EVENT)ERender_Eentity; ev->mat_model->flags |= ENABLE_RENDER; }
dllfunction ERender_Init();
But the 'Hello Urmel' donīt apears; I tried Xerxes way, render_entities=ERender_Eentity;, but didnīt work either (got Urmel, but the ents didnīt disappear). Blubīs damaged?
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