Hello Austin,

Austin Baker wrote:
> I'm fairly certain the transform node is 2 nodes up from the faces.
> 3ds Max's exporter created chains of "transform -> material ->
> geometry" for all the objects.

ok, just wanted to make sure.

> I don't think I actually need the Node* at all, as I think calling
> getToWorld on the NodePtr itself compiles just fine.

yes, it should compile, on the other hand it should not have an effect 
on the problem you are seeing.

> Perhaps I am storing the wrong matrix... but I don't think I am :-/

I don't think so either. Do you have a small program (preferably similar 
in structure to one of the tutorials) that shows this and that you can 
share together with the model? It would be a great help to find out what 
is going wrong and where,

        Thanks,
                Carsten

-------------------------------------------------------------------------
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users

Reply via email to