like this :
- GetCameraPicth()
GetCameraYaw()
GetCameraRoll()
idem For entity & nodes
EntityLookAt()
NodeLookAt()
in the code i can read thismaterial Chess/White
{
technique
{
pass
{
ambient 0.1 0.1 0.1
diffuse 0.9 0.85 0.55
specular 0.7 0.7 0.7 64
shading phong
}
}
}
material Chess/Black
{
technique
{
pass
{
ambient 0.05 0.05 0.05
diffuse 0.0 0.0 0.0
specular 1 1 1 20
shading phong
}
}
}
Code: Select all
if (mColour == Player::SIDE_WHITE)
mEntity->setMaterialName("Chess/White");
else
mEntity->setMaterialName("Chess/Black");
But if there is #PB_Node_Entity and EntityID() for AttachNodeObject(), there isn't #PB_Node_Camera and CameraID() ?* AttachNodeObject() - Can be a node, sound, billboard, entity, camera (allow easy grouping)
With old version it was possible to use GrabSprite to make a copy of the screen, now how to do ? Is it possible to add :Comtois wrote:- 8 - Rendering of a camera on a texture
This can be use to create mirror effect.
Comtois wrote:- 2 - MaterialName
i have found an old code in C++ using ogre.
in the script material there is :in the code i can read thismaterial Chess/White
{
technique
{
pass
{
ambient 0.1 0.1 0.1
diffuse 0.9 0.85 0.55
specular 0.7 0.7 0.7 64
shading phong
}
}
}
material Chess/Black
{
technique
{
pass
{
ambient 0.05 0.05 0.05
diffuse 0.0 0.0 0.0
specular 1 1 1 20
shading phong
}
}
}
it would be nice if we could change on the fly material of an entity (using script)Code: Select all
if (mColour == Player::SIDE_WHITE) mEntity->setMaterialName("Chess/White"); else mEntity->setMaterialName("Chess/Black");