CTriangleSelector constructor with IAnimatedMeshSceneNode parameter didn't initialize MeshBuffer.
Not used internally, so no big problem, but it got passed back to users in some cases
Replaced SCollisionTriangleRange, by CTriangleSelector::SBufferTriangleRange. Was a bad idea to use a struct which is for something else just because some member were the same (my fault, sorry).
Also started unifying the case of using ranges vs not using them.
Can maybe even get rid of the non-ranges case in future. Or unify the duplicated code for getting triangles at least.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6579 dfc29bdd-3216-0410-991c-e03cc46cb475
If we already know we start with an identity matrix (which is usually the case) then copy will do.
Also unifying code to create matrix of different CTriangleSelector::getTriangles functions
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6578 dfc29bdd-3216-0410-991c-e03cc46cb475
So far it only used the inverse of the node transformation to calculate the box used to check
Which gave wrong results as soon as one tried to pass an additional matrix transformation
Wasn't ever used internally or by examples in Irrlicht, so I guess no one ever noticed (also in some cases this still worked accidentally).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6577 dfc29bdd-3216-0410-991c-e03cc46cb475
Avoids lots of const casts and there shouldn't be a good reason to have those non-const.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6396 dfc29bdd-3216-0410-991c-e03cc46cb475
Before it crashed when index-count wasn't a multiple of 3, now it just doesn't create the last triangle then.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6110 dfc29bdd-3216-0410-991c-e03cc46cb475