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Separation between Mesh and transform Node? #46

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jwatte opened this issue Sep 7, 2013 · 3 comments
Closed

Separation between Mesh and transform Node? #46

jwatte opened this issue Sep 7, 2013 · 3 comments

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@jwatte
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jwatte commented Sep 7, 2013

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.

@deltakosh
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Good suggestion. I definitely add it to the backlog

@deltakosh
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@amerkoleci
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Definetely agree here, we should be able to use the same mesh on different transforms without cloning it.

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