Search Home Members Contacts
About Us
Products
Downloads
Community
Support
Pages: [1]
  Print  
Author Topic: tvPath.MoveNode  (Read 405 times)
newborn
Customers
Community Member
*****
Posts: 2437


WWW
« on: July 10, 2008, 09:39:04 PM »

Anyone experienced any weird issues with this before?

It seems that when I'm moving one of the nodes, the last node seems to dissapear!?
Logged

SylvainTV
Administrator
Community Member
*****
Posts: 4479


WWW
« Reply #1 on: July 14, 2008, 11:47:44 AM »

Code:
void CTVPath::MoveNode(int iNodeIndex, cTV_3DVECTOR* vNewPos)
{
Core_Path* path = (*PathArray)[iPathIndex];
path->vNode[iNodeIndex] = *(D3DXVECTOR3*)vNewPos;
}

I don't see how this code could change last node stuff Smiley
Logged

Regards

Sylvain Dupont
TrueVision3D Developer
sylvain@truevision3d.com

TV3D IRC at http://chat.truevision3d.com or on server irc.truevision3d.com #Truevision3D. Come talk with us !
jviper
Community Member
*
Posts: 1382

Discipline in training


« Reply #2 on: July 17, 2008, 11:26:20 PM »

so when you call TVPath.MoveNode, does your TVPath.GetNodeCount change?
Logged

JAbstract.....Don't just imagine, make it happen!
Pages: [1]
  Print  
 
Jump to:  

Powered by SMF 1.1.3 | SMF © 2006-2007, Simple Machines LLC
Seo4Smf v0.2 © Webmaster's Talks