srekel2
22-10-2005 22:39:46
ARGH! I typed a nice long post and POOF! My IE window was closed. I have no idea how it happened 
Anyways.. didn't the correct way to scale a node be
but it seems to be this now:
May I ask why?
Also, there was a mention of this in the SVN log, "Fixed Node::scale problem." (rev 233). It would be nice if you mentioned API changes in the log as well. "Fixed Node::scale problem. Use node.scale((1,1,1)) instead of node.scale = (1,1,1)." Would have saved me some time today.

Anyways.. didn't the correct way to scale a node be
for index in xrange(0, NUM_ROBOTS):
entity = sceneManager.createEntity('robot%d' % index, 'robot.mesh')
node = sceneManager.rootSceneNode.createChildSceneNode((0, 0, index * 50 - NUM_ROBOTS * 50 / 2.0))
node.attachObject(entity)
node.scale = (0.5, 2, 0.5) ############ this line
self.animationStates.append(entity.getAnimationState('Walk'))
self.animationStates[-1].enabled = True
self.animationSpeeds.append(ogre.Math.RangeRandom(0.5, 1.5))
but it seems to be this now:
for index in xrange(0, NUM_ROBOTS):
entity = sceneManager.createEntity('robot%d' % index, 'robot.mesh')
node = sceneManager.rootSceneNode.createChildSceneNode((0, 0, index * 50 - NUM_ROBOTS * 50 / 2.0))
node.attachObject(entity)
node.scale((0.5, 2, 0.5)) ############ this line
self.animationStates.append(entity.getAnimationState('Walk'))
self.animationStates[-1].enabled = True
self.animationSpeeds.append(ogre.Math.RangeRandom(0.5, 1.5))
May I ask why?
Also, there was a mention of this in the SVN log, "Fixed Node::scale problem." (rev 233). It would be nice if you mentioned API changes in the log as well. "Fixed Node::scale problem. Use node.scale((1,1,1)) instead of node.scale = (1,1,1)." Would have saved me some time today.
