Good afternoon all:
I've loaded a mesh and animated it by applying rotations to the scene
node:
IAnimatedMeshSceneNode* node; // animated mesh
node->setRotation(r); //rotate node
I can get to the original unrotated IMesh with:
IAnimatedMesh* mesh;
mesh->getMesh( node->getFrameNr() )
Any way to get to the rotated IMesh?
Thanks![/b]
Can you get the mesh from the scene node?
the current relative rotation is stored there,
but I was trying to get to the rotated mesh polygons.
It looks like when you attach a mesh to a node it makes
a copy of it and manipulates the copy. I guess it's
storing the current mesh and applying transformations
to that after each rendering pass. It names the
rotation amount variable with 'relative' in the name.
but I was trying to get to the rotated mesh polygons.
It looks like when you attach a mesh to a node it makes
a copy of it and manipulates the copy. I guess it's
storing the current mesh and applying transformations
to that after each rendering pass. It names the
rotation amount variable with 'relative' in the name.