as far as I see: the ICameraSceneNode class has to setRotation(). If you want to rotate your camera, you have to get a node pointing to that class and then, if the camera eg. has been created with addICameraSceneNode rotate the camera by using the setTarget(thistarget) method, where thistarget is a vector3df type that holds the absolute positions of the point the camera should look at. (so if the cam is at ->setPosition(vector3df(0,0,0)) and you say setTarget(vector3df(0,1,0)) the cam will look up.
If you want to have constant rotation you have to constantly change the target (eg in the progs main loop).
floppyfreak wrote:as far as I see: the ICameraSceneNode class has to setRotation(). If you want to rotate your camera, you have to get a node pointing to that class and then, if the camera eg. has been created with addICameraSceneNode rotate the camera by using the setTarget(thistarget) method, where thistarget is a vector3df type that holds the absolute positions of the point the camera should look at. (so if the cam is at ->setPosition(vector3df(0,0,0)) and you say setTarget(vector3df(0,1,0)) the cam will look up.
If you want to have constant rotation you have to constantly change the target (eg in the progs main loop).
unclejoe: What he's trying to say in simpler words is that the camera's rotation is decided by its target (vector).
M'kay, so i should change the target the camera is looking at. i just thought i could rotate it, cause the camera class is inherited from ISceneNode, but clearly the function setRotation () doesn't do poop...
LOL, this forum automaticly changes the word sh*it into poop!!!!!