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Re[2]: [Nel] Enabling Water Pools in Client
From: |
Robert Bjarnason |
Subject: |
Re[2]: [Nel] Enabling Water Pools in Client |
Date: |
Tue, 26 Feb 2002 12:05:45 -0800 |
Hi Nicolas,
NV> Well, for now, you have to create a water pool the way the object viewer
does,
NV> since it isn't exposed by the user interface for now.
I might be missing something in this process of creating
the water pool the way the object viewer does it...
NV> - Export the shapes and the instance groups.
After making my pool look really good in Object Viewer
I export the shapes and the instance group.
NV> Then you load it in the client, the way you did, and it should work :
Then I use this code to load the ig:
UInstanceGroup *waterIg =
UInstanceGroup::createInstanceGroup(std::string("9_AO.ig"));
waterIg->addToScene(*Scene);
WaterPoolManager = &NL3D::GetWaterPoolManager();
NL3D::CWaterPoolManager::CWaterHeightMapBuild whmb;
whmb.ID = 0;
<-cut whmb setup->
WaterPoolManager->createWaterPool(whmb);
nlinfo("Nr of waterpools %d nr.",WaterPoolManager->getNumPools());
WaterPoolManager->setBlendFactor(dynamic_cast<IDriver*> (Driver), 0.1f);
NV> If this doesn't work, you could also check wether the shapes are found.
The WaterShape is added to the scene I confirmed that
with debug code.
But this method in CWaterModel is never
called: void CWaterModel::registerBasic()
This leads me to belive that there is something that I'm
missing in the setup of the Driver, can this be the case?
Thanks,
Robert