Code: Select all
IAnimatedMesh* m_pWorldMesh;
ISceneNode* m_pWorldNode;
m_pWorldMesh = GetSceneManager()->getMesh("20kdm2.bsp");
m_pWorldNode = NULL;
if (m_pWorldMesh)
{
m_pWorldNode = GetSceneManager()->addOctTreeSceneNode(m_pWorldMesh->getMesh(0));
if( m_pWorldNode )
{
m_pWorldNode->setPosition( InnerLib::vector3f( -1300,-144,-1249 ) );
}
}
m_pWorldNode->drop();
m_pWorldMesh = GetSceneManager()->getMesh("20kdm2.bsp");
m_pWorldNode = NULL;
if (m_pWorldMesh)
{
m_pWorldNode = GetSceneManager()->addOctTreeSceneNode(m_pWorldMesh->getMesh(0));
if( m_pWorldNode )
{
m_pWorldNode->setPosition( InnerLib::vector3f( -1300,-144,-1249 ) );
}
}
Code: Select all
m_pWorldNode->setPosition( InnerLib::vector3f( -1300,-144,-1249 ) );
Code: Select all
GetSceneManager()->addOctTreeSceneNode(m_pWorldMesh->getMesh(0));
Any insight into whats going on would be great.
Note:
This is obviously contrived code, but it reproduces the error i'm getting without having to throw all sorts of code and classes at you.