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In most scene graphs, we can do things like tie lights and cameras to transform nodes, the same way we tie meshes to transform nodes. However, in Babylon, the hierarchical transform math seems to be part of the Mesh class directly, and thus is not usable for camera or light instances. I think it would be useful to separate the "am I a mesh" concern from the "am I in a hierarchy" concern, and then use the latter for each separate kind of thing you want to transform -- cameras, lights, particle systems, bones, meshes, etc.
The text was updated successfully, but these errors were encountered:
In most scene graphs, we can do things like tie lights and cameras to transform nodes, the same way we tie meshes to transform nodes. However, in Babylon, the hierarchical transform math seems to be part of the Mesh class directly, and thus is not usable for camera or light instances. I think it would be useful to separate the "am I a mesh" concern from the "am I in a hierarchy" concern, and then use the latter for each separate kind of thing you want to transform -- cameras, lights, particle systems, bones, meshes, etc.
The text was updated successfully, but these errors were encountered: