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on docs.panda3d.org...It is then reparented to render
to be a part of the scene graph. You can
apply Common State Changes to this NodePath.
Finally...
to be a part of the scene graph. You can
apply Common State Changes to this NodePath.
Finally...
...AttribNodeRegistry
This global object records NodePaths that are referenced by scene graph attribs, such as ClipPlaneAttribs and LightAttribs.
NodePaths
ClipPlaneAttribs
LightAttribs
This global object records NodePaths that are referenced by scene graph attribs, such as ClipPlaneAttribs and LightAttribs.
NodePaths
ClipPlaneAttribs
LightAttribs
...object that reverses the effects of any otherCullFaceAttrib
objects in the scene graph. M_cull_clockwise will be treated as M_cull_counter_clockwise, and vice-versa. M_cull_none is...
objects in the scene graph. M_cull_clockwise will be treated as M_cull_counter_clockwise, and vice-versa. M_cull_none is...
...PandaNode)ï
Inserts this node into the scene graph in place of the other one, and removes the other node. All scene graph attributes...
Inserts this node into the scene graph in place of the other one, and removes the other node. All scene graph attributes...
...It is then reparented to render
to be a part of the scene graph. You can
apply Common State Changes to this NodePath.
Finally...
to be a part of the scene graph. You can
apply Common State Changes to this NodePath.
Finally...
...Namable
This class manages the traversal through the scene graph to detect collisions. It holds ownership of a number of collider objects, each of...
This class manages the traversal through the scene graph to detect collisions. It holds ownership of a number of collider objects, each of...
...It may be parented anywhere in the scene graph where it will be rendered to achieve this.
Inheritance diagram
- __init__(copy: CollisionVisualizer)ï
Copy...
Inheritance diagram
- __init__(copy: CollisionVisualizer)ï
Copy...
...This can be any NodePath in the scene graph; it represents the coordinate space in which you expect to receive the answer. For instance...
...scene, as if it were set at the top of the scene graph.
- setInverted(inverted: bool)ï
Changes the current setting of the inverted...
- setInverted(inverted: bool)ï
Changes the current setting of the inverted...
...as a clip plane, we need to place it in the scene graph.
This is done by creating a PlaneNode
:
LPlane plane(0, 0...
This is done by creating a PlaneNode
:
LPlane plane(0, 0...