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Why does Horde3D require nodes to have names? http://horde3d.org/forums/viewtopic.php?f=1&t=2312 |
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Author: | Midnightas [ 23.01.2019, 18:17 ] |
Post subject: | Why does Horde3D require nodes to have names? |
It seems a bit counter-intuitive, as nodes already have an identifier (their ID), and makes Horde3D a bit offputting for procedural generation. |
Author: | Irdis [ 24.01.2019, 21:13 ] |
Post subject: | Re: Why does Horde3D require nodes to have names? |
It is used, for example, to find internal parts of the mesh, like hand joint in the knight example. Without the name, how would you find the required joint? You could do a for loop to find the required one or hard-code it (something like "int handjoint = 35; h3dSetNodeTransform(handjoint,...)"), but it makes the code harder to understand/maintain/etc. So the main reason is probably convenience. As far as I know, practically all engines allow getting node by name. Some hash it, some not (this is more of a performance issue), but the functionality is there. |
Author: | Midnightas [ 26.01.2019, 13:33 ] |
Post subject: | Re: Why does Horde3D require nodes to have names? |
Well, I suppose I'll have to find a workaround in the case of procedural content. Currently what I thought of is to just call it the pointer to "this". |
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