This says otherwise.hybrid wrote:IMeshSceneNode is the base for all geometry related scene nodes.
Perhaps a compromise could be reached. We could still have the extension point, but under the hood the generic triangle selector and shadow caster would query the node type and use the appropriate node-specific implementation. This would make it simpler for the end user.hybrid wrote:Once you alter the mesh structures you'll have to know the exact internal implementation (because e.g. altering a vertex position in a static node is simple, but doing the same in a skinned mesh is rather ambiguous in which position (current frame, everywhere, weight controlled, ...) is to be altered and how. Hence, there's no general way without implementing very much which would be usually part of a 3d animation tool, into Irrlicht.
Another thing I would like to see is support for VC6 finally dropped. There's no excuse for anyone to use it still, only silly nostalgic reasons.