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[Nel] Enabling Water Pools in Client
From: |
Robert Bjarnason |
Subject: |
[Nel] Enabling Water Pools in Client |
Date: |
Tue, 26 Feb 2002 03:58:49 -0800 |
Hi,
I've been trying to get a Water Pool to work
in a client app that is based on the Snowballs
client. I've spent a lot of time trying to
figure this out, my pool works fine in the
object viewer, but not when I load it into
the client along with the WaveMaker shape.
One thing I noticed is that CWaterModel::registerBasic()
is not called, I tried adding CScene::registerBasics ();
and then the CWaterModel is registered... But
no pool appears...
Is it possible to enable the Water Pools using
the UDriver concept or should I set up my Driver
more like the ObjectViewer does it?
Here is how I create the WaterPoolManager after
and Instance Group with a WaterShape and WaveMakerShape
has been loaded and added to the Scene:
WaterPoolManager = &NL3D::GetWaterPoolManager();
NL3D::CWaterPoolManager::CWaterHeightMapBuild whmb;
whmb.ID = 0;
whmb.Name = "Water01";
whmb.Size = 256;
whmb.FilterWeight = 3.0f;
whmb.UnitSize = 0.3f;
whmb.WavesEnabled = true;
whmb.WaveIntensity = 1.5f;
whmb.WavePeriod = 0.05f;
whmb.WaveRadius = 3;
whmb.BorderWaves = true;
whmb.Damping = 0.99f;
WaterPoolManager->createWaterPool(whmb);
WaterPoolManager->setBlendFactor(dynamic_cast<IDriver*> (Driver), 0.1f);
Any hints would be appreciated...
Thanks,
Robert Bjarnason
address@hidden
- [Nel] Enabling Water Pools in Client,
Robert Bjarnason <=