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IAnimatedMeshSceneNode* RepairBoundingBox(IAnimatedMeshSceneNode* node)
{
IAnimatedMesh * mesh = node->getMesh();
aabbox3df box;
for (u32 i = 0; i < mesh->getMeshBufferCount(); i++)
{
mesh->getMesh(1)->getMeshBuffer(i)->recalculateBoundingBox();
box.addInternalBox(mesh->getMesh(1)->getMeshBuffer(i)->getBoundingBox());
}
mesh->setBoundingBox(box);
node->setMesh(mesh);
return node;
}
dont know it helps, i used it for make the bounding box equal to the first frame's bounding box.
try it maybe it'll solve your problem
Thank you anyway.
I'm sorry, I try to use this function in the game loop, after movement by skeletal animation, but the rendering is too slow (only 2-3 FPS) and using:
I don't see the updating of bounding boxes after the movement...maybe it's a limit of the Irrlicht's actual version...but I don't want to think it, because an animation system that doesn't update bounding boxes is totally useless for almost all applications...
It's a known problem, and is on the list for fixing before 1.5 is cut. I think Luke has been hijacked into meatspace though, so anyone else who wants to investigate it and suggest solutions would be very welcome.