To get the absolute position, traverse the scenegraph and add all the vectors together that precede the target object. ie. Call it on the root, then the child of the root, etc.
Hi, this will work, but it's not the simplest way.
If you call node.getLocalToVWorld you will get a matrix that is the product of all the TG above the node.
Note that if you call getLocalToVWorld on a TG it will give you a transform that does not contain that TG transform (just the ones above, if any). You have to call it on a node below or get the Transform3D from that TG and multiply it with the LocalToVWorld.
Bye
Lorenzo
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