Sorry I should give you a bit more info, I'm not doing anything fancy...

Class A {
    ComponentTransformPtr m_ct;

    A() { m_ct = ComponentTransform::create(); }

    function() {
        ...        
        NodePtr node = makeCoredNode<ComponentTransform>( &m_ct );
        setName(node, "GHighlight Matrix Node");
        ...
    }

    setScale(Vec3f scale) {
        beginEditCP(m_ct, ComponentTransform::ScaleFieldMask);
            m_ct->setScale(scale);
        endEditCP(m_ct, ComponentTransform::ScaleFieldMask);

        cout << m_ct->getMatrix();
    }
}

Matrix prints out the correct values after setScale(). 
I also tried adding the MatrixFieldMask, still no luck.

Andrew


Gerrit Voß wrote:
> Hi,
>
> On Fri, 2010-03-19 at 01:11 +0000, Andrew Dunk wrote:
>   
>> Hi all,
>>
>> I am a bit confused with my ComponentTransform...
>> Below is a section of my scenegraph, the component transform does not 
>> effect any of my geometry.
>> If I change the componentTransform for a Transform it does what I 
>> expect.  Do ComponentTransforms
>> not effect all children or am I doing something wrong? :(
>>     
>
> they should, the easiest explanation for 1.x is that the beginEdit /
> endEdit calls are missing for the ComponentTransform. Without them
> the internal matrix will not be updated and the component changes won't
> have any effect.
>
> kind regards
>   gerrit
>
>
>
>
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