hoja folks,
currently, at my infinity speed racer, while all the progress worked more as smoothly, a tiny problematic reached the surface. is there a way in panda3d to change the rotation point for setting the hpr at the texturecoordinates? of course i could wrote my own rotation matrix. but im afraid that it would increase the performance.
why i do need this? i need this for illuminating the street with a alpha stencil. to get this thingi relativ in pos was easy, but what a ÜÖÄ now at the heading!?!
No, but you can use a texture projector and apply the transform from another node, as described in the manual. Then when you rotate the node, it implicitly rotates the texture by the same amount.
Now you just need to set up this node with a different rotation origin. In Panda, this is done by parenting the node to another node, and rotating the parent instead.
oh one thing of two points:
-i do not get back the maya ws object pos data. its not a big deal, i had to write just a tiny absolut position exporter.
-whats better to write a own physic system,(which i personal prefer to do, its very funny to play a bit around with) or to use existing one, which needs also time to get it good undercontrol? i mean there is not much of heavy physic in, im not planning that game super realistic. the only point i have, it should feel brilliant to play.