[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.


Associate Chris Robertson
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(