You're not calling the render functions in that while loop, so the program just adds some value to the rotation vector and then again and again and again... It doesn't actually draws anything on screen
but if you rotate it every frame the rotation speed depends directly on the FPS. so is you have variable fps, you'll have variable rotation speeds. unless that's okay with you, i think this needs a rotation animator, which doesn't exist.
elhim wrote:but if you rotate it every frame the rotation speed depends directly on the FPS. so is you have variable fps, you'll have variable rotation speeds.
There is a short tutorial about "timing and movement" by Isometric God, which can be found here
elhim wrote:
... i think this needs a rotation animator, which doesn't exist.
You can create a RotationAnimator with the ISceneManager::createRotationAnimator(const core::vector3df &rotationPerSecond) method and attach it to a SceneNode with ISceneNode::addAnimator(animator).