Gnurfos wrote:
I had the same problem, and it was solved by calling recalculateBoundingBox() on the created mesh (doing it on the meshbuffer is not enough, I'm not sure it is even needed). You can display bounding boxes to confirm this is the problem (call setDebugDataVisible(irr::scene::EDS_BBOX) on the scene node).
For what it's worth, I ran into this tonight too; you have to call recaluclateBoundingBox() on both the MeshBuffer and the mesh, from my experience.
On the bright side I thought it was an issue with my hacky camera prototype, and in trying to fix this I got a proper camera class out of it.