QUOTE MikeJ
Quote: "
* add the following function listing "sObject* dbGetObject ( int iID );", you won't have to do this in the next update as it will be included in the header automatically
* when you have created your object you can then access it directly by doing this "sObject* pObject = dbGetObject ( 1 );"
* you can now access the world matrix transform through "pObject->position.matWorld", this variable is of the type D3DXMATRIX
* when applying your own transform matrix you must modify a property of the object so the engine does not overwrite your custom matrix, this is done using "pObject->position.bCustomWorldMatrix = true;"
"
*begging on*
Please, please add a documentation (I would love to see diagrams) for this attributes, please... Please.
*begging off
Personally, I have problems with the documentation as it is atm, and IMO I would like to have a good documentation and then you can start fixing those bugs... but that's just me I assume.
As I've learned from my tutor, write the docmentation first
(well, it was the user guide, but I think it fits in this situation)
Anyway,.. I see that the sObject structure will be in the upcoming patch 1.1.1(final) (or whatever it iwll be called)
(sorry, but NO, I dont download/use beta versions)
--smithy
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