marciano wrote:
I'm not sure what exactly you mean. The mesh AABBs are computed in ModelNode::updateLocalMeshAABBs and the model AABB is the union of those, updated in ModelNode::onFinishedUpdate.
This is probably what I need, but let me clarify myself with a picture:
Attachment:
bblol.jpg [ 161.32 KiB | Viewed 10254 times ]
As you can see, I have a model that consists of several meshes and they show up properly in the scene file. I made some simple collision with a sphere and a (bounding) box, this works all fine and stuff, but the thing is, I'm working on a small game and I want the collision to work on the bounding boxes of the meshes and I don't need the whole model for this.
So how can I execute this method to update the model to display/calculate the mesh bounding boxes?
Edit:
Ok, I figured out that appearantly, I can do this with the h3dSetNodeParamI but I can't really figure out the arguments I need to pass.. the node is obvious, but the param and value are a big questionmark to me and I can't seem to find any (ex)samples or references about it.