PARENTING OBJECTS...HOW?
i found this but i dont under stand does anyone have a chunk of code?
virtual ISceneNode * getMS3DJointNode (const c8 *jointName)=0
IAnimatedMeshSceneNode (ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))
Constructor.
virtual ISceneNode * getMS3DJointNode (const c8 *jointName)=0
IAnimatedMeshSceneNode (ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))
Constructor.
creating nodes and elements in Irrlicht is simple you basicly use an add function for each node or element and insert it's paramiters accordingly common param's are parent, ID, and rectangle or 3d position for nodes.
the code you posted is what inherites these paramiters and creates the element or node.
the code you posted is what inherites these paramiters and creates the element or node.