cafeole
25-03-2010 10:44:45
Hi, I want to set a material on a capsule to see it in Ogre. My problem is that I don't know how to create a materialIdentifier to, for example, create simply red capsules. How could I do it?
NxOgre::Capsule *cap = new NxOgre::Capsule(radius,longitud);
cap->setMaterial(...);
Thanks
betajaen
25-03-2010 10:47:38
This is BloodyMess right?
Create the Material in Scene (Scene::createMaterial), then get the ID from that and give it to the Shape/ShapeDescription.
cafeole
25-03-2010 11:08:05
Thanks for answer betajaen
yes, this is BloodyMess.
Remember that actors aren't visible until you turn on the debug renderer or use the remote debugger.
There is also a handy tool called the debug renderer. You can use it to make actors visible. Just write:
mNxWorld->createDebugRenderer(mSceneMgr);
Sorry! I have just read it and I have understood my problem. So, mWorld haven't createDebugRenderer method...how could I do it?
betajaen
25-03-2010 12:23:44
It's World::getVisualDebugger then VisualDebugger::setRenderable. NxOgre is non-rendersystem specific now so you have to give it an Ogre Renderable.
Spacegaier's tutorial tells you exactly how to do it:
http://www.ogre3d.org/wiki/index.php/Bl ... alDebugger
cafeole
25-03-2010 14:21:48
I had already read it but I did the tutorial and Visual Debugger didn't work. In the tutorial there is a note:
Note: If you are using NxOgre BloodyMess version 1.5.5, the visual debugger has been disabled.
I'm using BloodyMess so...there is any option to work with it?
betajaen
25-03-2010 14:54:43
Upgrade to Detritus where everything is new and shiny.