Search found 7 matches
- Fri Oct 10, 2008 9:49 am
- Forum: Beginners Help
- Topic: invisible nodes
- Replies: 1
- Views: 395
invisible nodes
how can I set invisible some parts of mesh (nodes of mesh buffers)? m_node->getJointNode(0)->setvisible(false) dasn't work
- Fri Oct 03, 2008 8:12 pm
- Forum: Beginners Help
- Topic: animated .X Files help
- Replies: 3
- Views: 597
Re: animated .X Files help
if you use panda exporter with default values (3ds max thicks, matrix key) you should use around setanimationspeed(3000)
- Wed Oct 01, 2008 7:49 pm
- Forum: Bug reports
- Topic: [fixed]correct BoundingBox for SkinnedMesh
- Replies: 10
- Views: 1470
- Wed Oct 01, 2008 7:18 am
- Forum: Bug reports
- Topic: [fixed]correct BoundingBox for SkinnedMesh
- Replies: 10
- Views: 1470
- Tue Sep 30, 2008 4:29 pm
- Forum: Bug reports
- Topic: [fixed]correct BoundingBox for SkinnedMesh
- Replies: 10
- Views: 1470
- Tue Sep 30, 2008 12:58 pm
- Forum: Bug reports
- Topic: [fixed]correct BoundingBox for SkinnedMesh
- Replies: 10
- Views: 1470
[fixed]correct BoundingBox for SkinnedMesh
Hi,
problem was in incorret calculatiing boundingbox. I think I solved this problem, in CSkinnedMesh.cpp:
void CSkinnedMesh::finalize()
{
u32 i;
LastAnimatedFrame=-1;
LastSkinnedFrame=-1;
//calculate bounding box
for (i=0; i<LocalBuffers.size(); ++i)
{
LocalBuffers[i ...
problem was in incorret calculatiing boundingbox. I think I solved this problem, in CSkinnedMesh.cpp:
void CSkinnedMesh::finalize()
{
u32 i;
LastAnimatedFrame=-1;
LastSkinnedFrame=-1;
//calculate bounding box
for (i=0; i<LocalBuffers.size(); ++i)
{
LocalBuffers[i ...
- Wed Sep 10, 2008 10:28 am
- Forum: Advanced Help
- Topic: Bounding box in animated scene nodes
- Replies: 18
- Views: 3028