Hey guys,
and another question about a detail of GCC4.
I am currently looking at the scene graph and the interaction with the actor system. Specifically I am curious how the current world transform is communicated between the two systems. I am now a little confused because there are two places in the code where the transformation matrix gets transferred from the TransformComponent to the corresponding SceneGraph:
1. The first variant is in Scene::MoveActorDelegate where an Move_Actor event is received and the transformation is then set to the appropriate SceneNode via SetTransform().
2. The second variant is in SceneNode::VPreRender where the node queries the TransformComponent for the transformation and writes it to the SceneGraphProperties.
These two seem redundant. So why is there the second variant and why was it added post press as a comment in SceneNode::VPreRender suggests?
Thanks!
and another question about a detail of GCC4.
I am currently looking at the scene graph and the interaction with the actor system. Specifically I am curious how the current world transform is communicated between the two systems. I am now a little confused because there are two places in the code where the transformation matrix gets transferred from the TransformComponent to the corresponding SceneGraph:
1. The first variant is in Scene::MoveActorDelegate where an Move_Actor event is received and the transformation is then set to the appropriate SceneNode via SetTransform().
2. The second variant is in SceneNode::VPreRender where the node queries the TransformComponent for the transformation and writes it to the SceneGraphProperties.
These two seem redundant. So why is there the second variant and why was it added post press as a comment in SceneNode::VPreRender suggests?
Thanks!