The .pod files I am using dont have clearly named nodes, son I CAN'T use: CC3MeshNode meshNode = (CC3MeshNode)[self getNodeNamed:@"NodeName"];
I want to store the full content of the .pod file in a meshNode. Thanks.
The .pod files I am using dont have clearly named nodes, son I CAN'T use: CC3MeshNode meshNode = (CC3MeshNode)[self getNodeNamed:@"NodeName"];
I want to store the full content of the .pod file in a meshNode. Thanks.
i know that this is an old thread and the asker has possibly gotten his answer by now. But hopefully this will help others
[1]http://stackoverflow.com/questions/5271197/cocos-3d-pod-file-format-for-iphone-developing[1]
this is how i got it, replace your initialize function with this code ` -(void) initializeScene {
CC3Camera* cam = [CC3Camera nodeWithName: @"Camera"];
cam.location = cc3v( 0.0, 0.0, 0.6 );
[self addChild: cam];
CC3Light* lamp = [CC3Light nodeWithName: @"Lamp"];
lamp.location = cc3v( -2.0, 0.0, 0.0 );
lamp.isDirectionalOnly = NO;
[cam addChild: lamp];
CC3PODResourceNode *testBox = [CC3PODResourceNode nodeWithName:@"obj"];
testBox.resource = [CC3PODResource resourceFromFile: @"angry4.POD"];
[self addChild:testBox];
[testBox getNodeNamed: @"obj"].visible = YES;
testBox.touchEnabled = YES;
[testBox setRotation:cc3v(100, 0, 0)];
testBox.location = cc3v(0.0f, 0.0f, 0.0f);
[testBox setScale:cc3v(0.5,0.5,0.5)];
CCActionInterval* LCLoop = [CC3Animate actionWithDuration: 4.1];
[testBox runAction:[CCRepeatForever actionWithAction:LCLoop]];
[self createGLBuffers];
[self selectShaderPrograms];
[self createBoundingVolumes];
LogInfo(@"The structure of this scene is: %@", [self structureDescription]);
}`