Mesh.World does not affect in PassiveRendering

May 17, 2010 at 4:26 PM

Hello Einar

I have the following problem:

I have a Game with one mesh. In the OnUpdate-Event I rotate this mesh. When I don't activate PassiveRendering, everything works fine. When I activate PassiveRendering (true, BoundingBox), my mesh doesn't rotate anymore.


.PassiveRendering = true; this.PassiveRenderingMode = Balder.Core.Rendering.PassiveRenderingMode.BoundingBox;

public override void OnUpdate()
    _mesh.World = Matrix.CreateScale(scale++) * Matrix.CreateRotationY(rot % 360) * Matrix.CreateTranslation(0, 0, 0); ;
    rot = rot + 5;


May 18, 2010 at 2:45 PM
Hi, thanks for pointing this one out. This is a bug. I'll make a note of it and will look into fixing it very soon.