IceLuna
IceLuna
@OverShifted Feel free creating a pull request
It's because an example uses the same buffer for all nodes. You should replace it with your own buffer that's unique for each node 
I had the same crash and the PR seems to fix it
You mean ``` glm::vec3 euler = glm::eulerAngles(newRotation); transform.Rotation = euler; ``` ?
It doesn't work. 3D Object's rotation is changing inadequately. ``` glm::vec3 notUsed1; glm::vec4 notUsed2; //glm::quat oldRotation(transform.Rotation); glm::quat newRotation; glm::decompose(transformMatrix, transform.Scale3D, newRotation, transform.Translation, notUsed1, notUsed2); if (m_GuizmoType == ImGuizmo::OPERATION::ROTATE) { newRotation...
No, I didn't. Should rotation be a quat?
It works but I don't want my rotation values to be limited in (-180; 180) range. And won't it be a problem to use Euler's angles since the have some...
I'm doing this not to be limited in (-180; 180) range but X & Z rotate in the same direction as mentioned in the problem description. ``` Transform temp =...
These two lines make `BeginCombo` to be rendered in the wrong position. Within the editor, these coords can be negative, and it clamps it. So, if you remove these two...