[Papervision3D] - updateTransform VS localRotations == nothing ?

Carlos Ulloa carlos at papervision3d.org
Fri Jun 12 10:02:37 PDT 2009


updateTransform() updates the transform matrix with the current  
rotationXYZ and scaleXYZ values. This is done automatically when  
rendering, but you might want to use rotations and then use the matrix  
for something else, in this case you should use updateTransform before  
using the matrix. In your case you are basically recreating the matrix  
from the rotation values that probably are zero, so you get the  
identity matrix. It would be too costly to keep matrix and rotation  
values in sync all the time, not even Flash does it.

C4



On 12 Jun 2009, at 11:34, o renken wrote:

> Hi List,
>
> iam working on a game using pv3d and jiglib. ive got some problems  
> to synchronize do3d with rigidBody/ or pv3d.render and physics.step
>
> when i call singleRender() during two steps of my routine everything  
> work pretty fine - but in case of performance i dont want to render  
> the whole scene twice,
> cause i only need to sync two RB´s during these both steps. But in  
> ran into a problem for which I see no obvious solution.
>
> Does anybody has a clue why calling do3d.updateTransform() is  
> resetting all local transforms?
>
> When rotating a do3d via rotationXYZ everything is fine.
> But when the rotations are done with localRotationXYZ or like that:  
> do3dSlave.transform.copy(do3dMaster.transform)->i need trans, too.  
> so i dont use 3x3,
> the transform of the do3d is Matrix3D.IDENTITY
>
> _cube: 1        0        0        0
>             0        1        0        0
>             0        0        1        0
>             0        0        0        1
>
> What do i miss? I dont think this is a bug in pv
>
> thanks in advance,
> olee
>
>
>
>
> -- 
> http://www.renkster.de/
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> Papervision3D at osflash.org
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