ent1ty wrote:I know, it's just.. They could at least drop by and say something like 'We know about it, we will fix it in the future.'.
//! erase the array from "index" to "end" if option=false
/**erase the array from "index to "start" if option=true*/
void erase(u32 index, bool option ) //no default value for "option"
{
if(index >= used)
return;
if(option)
{
// I really don't know what to put here (but it must work as
// erase(0,index) but in a faster and optimized way. i'm
// working on find a solution to that starting on the assumption
// that the first parameter is always zero and the 2nd < "used"
//used-=index;
}
else
{
for (i=index; i<used; ++i)
allocator.destruct(&data[i]);
used=index;
}
}
wing64 wrote:A little feature requests:
1. bool CSceneManager::unRegisterNodeForRendering(ISceneNode* node);
2. bool CSceneManager::isOk( ISceneNode* node); // for check alive scenenode in root
3. bool removeHighLevelShaderMaterial( s32 custom_mat_id );
best regards,
wing64 wrote:@CuteAlien & @Sudi:
Thanks for respond my request and i understand you reply but setVisible(false) will effect in smgr in next time of main loop circle. If user is removed node after registered then smgr never know this node will lost or alive because engine not check node state when render function call.

void setPivot(vector3df);
vector3df getPivot();
void setPivotRotation(vector3df);
vector3df getPivotRotation();
void setPivotScale(vector3df);
vector3df getPivotScale();core::matrix4 m;
m.setRotationCenter(myCenter);
m.setRotationDegrees(myRotation);
core::matrix4 from;
from->setRotationAngle(node->getRotation());
from->setTranslation(node->getPosition());
core::matrix4 newM=m*from;
node->setPosition(from->getTranslation());
node->setRotation(from->getRotation());
stefbuet wrote:But you can do that easily with matrix.
- Code: Select all
core::matrix4 m;
m.setRotationCenter(myCenter);
m.setRotationDegrees(myRotation);
core::matrix4 from;
from->setRotationAngle(node->getRotation());
from->setTranslation(node->getPosition());
core::matrix4 newM=m*from;
node->setPosition(from->getTranslation());
node->setRotation(from->getRotation());
Sudi wrote:btw greenya
did you think about using an emptyscenenode as pivot? that would do what ya want.
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