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void createScene(void)
{
Entity* e = mSceneMgr->createEntity("ogrehead","ogrehead.mesh");
SceneNode *node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
node->attachObject(e);
node->setPosition(0,0,0);
ColourValue c = ColourValue(0.5, 0.5, 0.5);
mSceneMgr->setAmbientLight(c);
Light *l = mSceneMgr->createLight("alight");
SceneNode *lightnode = static_cast<SceneNode*>(mSceneMgr->getRootSceneNode()->createChild());
lightnode->attachObject(l);
lightnode->setPosition(mCamera->getPosition());
}
为什么创建一个 entity把他挂到场景中使用这个创建子接点
SceneNode *node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
而创建一个灯光使用这个创建接点
SceneNode *lightnode = static_cast<SceneNode*>(mSceneMgr->getRootSceneNode()->createChild());
这2中接点创建在场景中有什么区别? |
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