I have implemented a small scene graph to be rendered by OpenGL, all the objects derive from a common Node
class and during OpenGL frame rendering I just call the visit
method of the root node and it traverses the graph recursively. The first matrix I pass when beginning traversal is the camera matrix.
The visit
method looks like this:
void Node::visit(const QMatrix4x4 &mv) {
QMatrix4x4 m = mv;
m.rotate(m_rot);
m.translate(m_pos);
m.scale(m_scale);
m_effectiveMV = m;
for (int i = 0; i < m_children.size(); i++) {
m_children[i]->visit(m_effectiveMV);
}
draw(); // draws if this node has anything to draw,
// otherwise just transformation.
}
The problem I experience is, when I set rotation for a child node, the rotation happens relative to the parent node, not around the node itself. Can anyone spot what I'm doing wrong here?