kidcdf
19-01-2008 14:49:02
we all use it like this:
ActorParams ap;
ap....
ap....
body=scene->createBody("mesh;car.mesh",new TraingleMesh("car.mesh"),ap);
How to set ActorParams to an exist Body? such as:
body->setActorParams(&ap);
you can just use body->set___ for any parameters you want to change.
kidcdf
20-01-2008 07:58:32
you can just use body->set___ for any parameters you want to change.
I want to apply new material to body
body->getEntity()->setMaterialName(...)
kidcdf
20-01-2008 10:00:13
body->getEntity()->setMaterialName(...)
I mean NxOgre::Material....
o... lol, well a body contains visualisation so it's a bit confusing.
Well you can try this:
NxOgre::material *mMaterial = mScene->getMaterial("name of material u want to change or the index")
mMaterial = your new material, or just change parameters of it using ->set__
betajaen
20-01-2008 11:28:10
You don't apply params to an actor or any NxOgre class after they've been created. It doesn't work that way.
If you want to apply a material to an actor, you don't. You apply it to the shape inside the actor. It's just like PhysX.
Off the top of my head:
mActor->getCollisionModel()->get(0)->setMaterial(identifier);
If the actor has a number of shapes, then you apply the material separately to each one. However it's perfectly normal for shapes inside an actor to have different materials.
kidcdf
20-01-2008 12:16:43
You don't apply params to an actor or any NxOgre class after they've been created. It doesn't work that way.
If you want to apply a material to an actor, you don't. You apply it to the shape inside the actor. It's just like PhysX.
Off the top of my head:
mActor->getCollisionModel()->get(0)->setMaterial(identifier);
If the actor has a number of shapes, then you apply the material separately to each one. However it's perfectly normal for shapes inside an actor to have different materials.
error C2039: “setMaterialâ€
betajaen
20-01-2008 13:18:25
Then get the NxShape from it and set the material index manually.
Come on, hunt around a little.