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[solved] Bug in setNodeTransformMatrix http://www.horde3d.org/forums/viewtopic.php?f=3&t=317 |
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Author: | swiftcoder [ 28.04.2008, 22:43 ] |
Post subject: | [solved] Bug in setNodeTransformMatrix |
I found this little gem in an essential - but probably little-used to date - function. Take a look at the if condition: Code: DLLEXP bool setNodeTransformMatrix( NodeHandle node, const float *mat4x4 ) { SceneNode *sn = Modules::sceneMan().resolveNodeHandle( node ); if( sn != 0x0 || mat4x4 == 0x0 ) { static Matrix4f mat; memcpy( mat.c, mat4x4, 16 * sizeof( float ) ); sn->setTransform( mat ); return true; } else { Modules::log().writeDebugInfo( "Invalid node handle %i in setNodeTransformMatrix", node ); return false; } } I am pretty sure it should be like this instead: Code: if( sn != 0x0 && mat4x4 != 0x0 )
{ static Matrix4f mat; memcpy( mat.c, mat4x4, 16 * sizeof( float ) ); sn->setTransform( mat ); return true; } else { //... } } |
Author: | Volker [ 29.04.2008, 09:23 ] |
Post subject: | Re: Bug in setNodeTransformMatrix |
Thanks for pointing this out. Fixed it in the svn. |
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