Moving and Efficient creation of SceneNodes
#1
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?
  


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Moving and Efficient creation of SceneNodes - by Marc - 06-11-2021, 01:06 AM

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