Horde3D

Next-Generation Graphics Engine
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PostPosted: 14.11.2008, 23:44 
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Joined: 26.10.2008, 03:19
Posts: 6
I've been several hours trying to understand why this always returned zero:
Code:
printf("%i\n",Horde3DUtils::pickNode(cam,event.button.x/float(width),1-(event.button.y/float(height))));

I finally came up with the problem: it only works when it has been transformed at least once:
Code:
Horde3D::setNodeTransform(model, 0,0,0, 0,0,0, 1,1,1);


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PostPosted: 15.11.2008, 09:53 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
I couldn't reproduce this problem. I changed the Knight Demo based on the picking example in the wiki. Then I removed the setNodeTransform calls from the knight and the sphere and picking still works as expected.

Could you provide a little bit more information about your scenario where the picking fails?


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PostPosted: 15.11.2008, 16:23 
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Joined: 26.10.2008, 03:19
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Volker wrote:
I couldn't reproduce this problem. I changed the Knight Demo based on the picking example in the wiki. Then I removed the setNodeTransform calls from the knight and the sphere and picking still works as expected.


Try also quitting setModelAnimParams


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PostPosted: 15.11.2008, 16:53 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
I had done this already. I also removed the setupModelAnimStage calls. And it still works for both the sphere and the knight. The only thing that will be transformed now is the camera. But I cant remove that transformation because then I don't have something to pick anymore :-)

Could you try to debug into the pickNode Code within your application, to check the values of the transformations when your picking is not working?


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