On Mon, Oct 13, 2008 at 7:04 PM, Lucio Torre <[EMAIL PROTECTED]> wrote: > during the scheduled update functions, if things are moving, your node > may have already moved, and the other node may have not.
Ok, I get it now. You're right on this, could occur some errors when transforming between nodes that are moving. > whats required for this is adding one or two matrix3 multiplications > per node in the system each frame. is this too expensive? shoud this > be done only on demand? I don't know if this is too expensive, but it disturbs me to add this overhead to people who couldn't care less about having this function. They will probably hate me later for insisting on that :) I was wondering... when you do call CocosNode.transform it knows how to create all the transforms based on the parameters of the node. It's easy to do a function that does the inverse transform based on that parameters too. Wrapping the call with a glPushMatrix / glPopMatrix pair we could transform the point using the inverse transforms of the parents of the node all the way up to the screen with opengl calls. We could store the position on the column of a matrix and then get it back by fetching the matrix value from opengl after the transforms. This would be on demand. -- Kao Cardoso Félix Página pessoal: http://www.inf.ufrgs.br/~kcfelix Blog: http://kaofelix.blogspot.com --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
