Hello Anreas,
Andreas Halm wrote:
> However, there are a few questions left. First, why use MaterialDrawable at
> all as a base class? Is this just for simplicity?
yes, and a real world core would probably want to draw the cubes using
the material stored in the MaterialDrawable and then it is a little
nicer to just implement drawPrimitives() without the need to duplicate
the renderActionEnterHandler/LeaveHandler functions.
> As far as I can see if you
> derive from NodeCore directly, all you need is to get the method you
> register in initMethod right. Or are there other bonuses I just did not see
> yet?
yes, there is nothing special about MaterialDrawable in the sense that
it is not necessary to derive from it to have a core that renders
something. In the case of the example plain Drawable would have been
another viable choice, but I would not have used NodeCore directly in
order to keep things grouped by functionality.
> Second, for the implementation of drawPrimitives ... I was used to use the
> act node of the RenderAction, and with the advent of the DrawEnv* parameter
> here, I just tried to use env->getAction()->getActNode() and leave the rest
> as-is.
yes, that gives you the current node.
> However, I can't cast the core to what I thought the core would be -
> the dynamic_cast fails. Has behavior changed here between 1.8 and 2.0?
hm, getActNode() gives you the current Node, not the NodeCore. If your
render action callback is a member function the current node core is
simply "this" and the same as getActNode()->getCore().
Can you post the relevant part(s) of your code?
Cheers,
Carsten
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