I've discovered a rather curious bug with the camera class (it certainly took me awhile to track it down XD): when you call setVisible(0) on the node, all setPosition() calls afterward are completely ignored. This is very easy to test:
Code: Select all
ICameraSceneNode* nodeCamera = sceneManager->addCameraSceneNode(NULL, vector3df(0.0, 0.0, 0.0), vector3df(0, 0, 5));
nodeCamera->setVisible(0);
nodeCamera->setPosition(vector3df(0.0, 0.0, 1000.0));
nodeCamera->setTarget(vector3df(0, 100, 0));
Is this a feature, or a bug? If it's a feature, it'd be nice if it were mentioned somewhere in the documentation; if it's a bug, I'll try to look into it
-wyrmmage