Horde3D

Next-Generation Graphics Engine
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PostPosted: 28.04.2008, 22:43 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
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
      {
         //...
      }
   }

_________________
Tristam MacDonald - [swiftcoding]


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PostPosted: 29.04.2008, 09:23 
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Tool Developer

Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Thanks for pointing this out. Fixed it in the svn.


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