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hide node but not its children http://www.horde3d.org/forums/viewtopic.php?f=2&t=401 |
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Author: | jimbo [ 09.07.2008, 21:12 ] |
Post subject: | hide node but not its children |
How can I hide a node but not it's children? For example, I have a moving node with several particle systems as children. Now the node explodes and must be hidden (and removed later on) but the particle systems remain active. I could loop over all children and set a new parent before exploding, but is there simpler way? |
Author: | Volker [ 09.07.2008, 23:04 ] |
Post subject: | Re: hide node but not its children |
There are two possibilities. The first is to add a parameter recursive to the setNodeActivation method, the second is to create a group node where the model is attached in parallel to the emitters. This way you can disable the node and not the emitters while changing the transformation of the model and the emitters by using the group node. |
Author: | DarkAngel [ 10.07.2008, 01:24 ] |
Post subject: | Re: hide node but not its children |
Volker wrote: There are two possibilities. The first is to add a parameter recursive to the setNodeActivation method Wait, isn't that bad? It doesn't make sense to be able to hide a node but still have parts of it (i.e. the child nodes) visible.Quote: the second is to create a group node where the model is attached in parallel to the emitters. This way you can disable the node and not the emitters while changing the transformation of the model and the emitters by using the group node That's what I would suggest.
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