06-11-2021, 01:06 AM
I have to create an scene with many independent meshes. I am using MeshObjectNode to create the SceneNode that are all appended to one root SceneNode. First of all I am not sure if this is the most efficient way of creating the objects, having one root scene node and then appending all of the different object's meshobjectnode.
Secondly, I would like to move each of the objects independently, but I am not sure how. I have seen in the examples that in order to move them all the examples use the SceneNodeVisual3D and then the transform of this object is changed. As far as I understand the SceneNodeVisual3D is a wpf object which is less efficient since I want to work directly with MeshObjectNode.
I have tried changing the Transform of the children SceneNodes but that does not move the mesh defined within the SceneNode. Am I missing anything?
Secondly, I would like to move each of the objects independently, but I am not sure how. I have seen in the examples that in order to move them all the examples use the SceneNodeVisual3D and then the transform of this object is changed. As far as I understand the SceneNodeVisual3D is a wpf object which is less efficient since I want to work directly with MeshObjectNode.
I have tried changing the Transform of the children SceneNodes but that does not move the mesh defined within the SceneNode. Am I missing anything?

