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MeshSceneNode not always rendering meshes

Registered User
2012-03-15 11:19:05

I have a hierarchy of MeshSceneNodes only some of which have meshes attached, like this:

MeshSceneNode(with mesh attached)->MeshSceneNode(no meshes attached)->MeshSceneNode(with mesh attached)

Only the mesh from the top level scene node is rendered. Interestingly adding a mesh to the middle scene node in the hierarchy makes rendering work. It's almost as is not having a mesh attached prevents traversal down the scene node hierarchy when rendering.

2012-03-16 07:47:26

Yes, mesh scene nodes only render themselves when they have a mesh attached to them, and that mesh also needs to have at least one triangle in it. If you need an intermediate node for this, you could also use the CL3D.DummyTransformationSceneNode, but it's not documented, unfortunately. Or you could also create an own, empty scene node type for this yourself maybe.

Registered User
2012-03-19 17:08:40

Thanks for confirming my suspicions.

I appreciate there are ways around the problem but given that MeshSceneNode inherits from SceneNode shouldn't it simply augment the existing behaviour rather than do something different?

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