hi everybody,
besides body mesh itself, characters usually have more skinned object like boots, gown etc, these armory stuff use same skeleton as the body mesh, but they are removable and add-able, i searched the Entity and Mesh interfaces and no luck : it looks there is no interface like 'Entity::addSubMesh' or 'Mesh::addSubMesh' available there, so how to add sub-mesh or remove sub-mesh dynamiclly while runing?
thank you very much.
[solved] how to add sub-mesh or remove sub-mesh on the fly?
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BumbleBee
- Gnoblar
- Posts: 2
- Joined: Thu Aug 21, 2008 2:57 am
[solved] how to add sub-mesh or remove sub-mesh on the fly?
Last edited by BumbleBee on Thu Aug 21, 2008 9:52 am, edited 1 time in total.
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BumbleBee
- Gnoblar
- Posts: 2
- Joined: Thu Aug 21, 2008 2:57 am
ok, i've figured it out (and the link http://www.ogre3d.org/phpBB2/viewtopic.php?t=43727 proved my thoughts on this)
Code: Select all
// attach one
Entity *ent = SceneManager::createEntity(...)
node->attachObject(ent);
// attach another one
ent = SceneManager::createEntity(...)
node->attachObject(ent)
....
// remove one of the mesh (entity) loaded
sceneNode->detachObject(theEntityToBeDeatched);
...