Hey Kazymjir , thanks a buch, did a quick search for it but didnt find anything usable

. I think I have to recompile irrlicht for this, but I have to do this at home, so I wont really be able to tell you if it worked until tonight ( which is in aprox. 3.5 / 4 hours ) . Thanks for your help man

until now I have this ( which fails because of the vector4d )
Code: Select all
core::vector4df a = (nodePos.X,nodePos.Y,nodePos.Z,1);
core::vector3df temp = intersectPlane.Normal;
core::vector4df pRot = (temp.X,temp.Y,temp.Z,1);
core::matrix4 mRot;
mRot.setRotationDegrees(pRot);
core::matrix4 iRot;
if(!mRot.getInverse(iRot))
cout << "\n smthing wrong cldnt get inverse rot matrix";
core::vector4df t = (1,mOffY,mOffX,1);
core::vector4df newPos = mRot * t * iRot * a;
@Lonesome Ducky : Ok, I didnt quite understand why we do this at a distance from 1, because the node is probably going to be a lot further away, but ill wait and see maybe I understand later

. Thank you !
Regards
TekniX