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[1.1 Beta 1 Bug] ShapeEditor Node Gizmo Renders in Wrong Place

by Ryan Mounts · in Torque 3D Professional · 03/05/2010 (9:41 am) · 1 replies

When attempting to move or rotate a node in the ShapeEditor, the gizmo renders in the wrong place. It's orientation looks correct, but it is offset from the node position. If you put the cursor over where the gizmo should be located, the axes will highlight and you can move the node as expected.

i291.photobucket.com/albums/ll284/rmounts/ShapeEditor.jpg

#1
03/07/2010 (1:40 pm)
This is fixed in T3D trunk - here is the change that should sort it. In gui/editor/guiShapeEdPreview.cpp:

void GuiShapeEdPreview::renderWorld(const RectI &updateRect)
{
   if ( !mModel )
      return;

   // ADD THIS CODE
   GFX->getFrustum( mSaveFrustum );
   mSaveFrustum.setFarDist( 100000.0f );
   GFX->setFrustum( mSaveFrustum );
   mSaveFrustum.setTransform( smCamMatrix );

   mSaveProjection = GFX->getProjectionMatrix();
   mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
   /// END ADDITION

   SceneState state(