theyesfish wrote:
Before "if(NULL == mVisibleobj) return;" you'll want the line.
mPos1 = worldTrans;
I spent a long time trying to figure out why my kinematic objects weren't working.
Thanks for the report, it is indeed a bug in the wiki documentation.
kenshin wrote:
the mPos1 only need in first time that getWorldTransform.
I think there is no bug in ogre3d motionstate sample.
It is likely a bug. Have you tried kinematic objects? Kinematic objects access the 'getWorldTransform' every frame, to update their linear/angular velocity.
Thanks,
Erwin
theyesfish wrote:
Before "if(NULL == mVisibleobj) return;" you'll want the line.
mPos1 = worldTrans;
I spent a long time trying to figure out why my kinematic objects weren't working.
Thanks for the report, it is indeed a bug in the wiki documentation.
kenshin wrote:
the mPos1 only need in first time that getWorldTransform.
I think there is no bug in ogre3d motionstate sample.
It is likely a bug. Have you tried kinematic objects? Kinematic objects access the 'getWorldTransform' every frame, to update their linear/angular velocity.
Thanks,
Erwin
indeed,I haven't use the Kinematic objects until now.
it is true that a bug in the wiki documentation。
thanks