Horde3D

Next-Generation Graphics Engine
It is currently 28.03.2024, 10:51

All times are UTC + 1 hour




Post new topic Reply to topic  [ 2 posts ] 
Author Message
PostPosted: 27.08.2010, 20:14 
Offline

Joined: 26.08.2008, 18:48
Posts: 120
I found that castray doesn't give back the picked node and there are some visibility issue too.
It seems that the zero sized bounding box causes these issues for me.

I found that void ModelNode::updateLocalMeshAABBs() computes the meshnode's bounding box.

It is first called when I add the scenegraph resource based node(h3dAddNodes).
void ModelNode::setGeometryRes( GeometryResource &geoRes ) calls it, _geometryRes is set, but the _meshList is empty. So the computation fails.

The second time it is called from SceneManager::updateNodes() because _nodeListDirty is true. The geometry is still unloaded. So the bounding box computation fails again.

The updateLocalMeshAABBs() is not called again. Maybe not clearing _nodeListDirty when the updateLocalMeshAABBs fails could solve the problem.


Top
 Profile  
Reply with quote  
PostPosted: 29.08.2010, 09:49 
Offline
Engine Developer

Joined: 10.09.2006, 15:52
Posts: 1217
Thanks for the details. Something like what you suggest might work. It would probably make sense though to add a new _aabbDirty flag to keep the overhead low. For the future, we will probably store the AABB with the geometry.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 2 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 25 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group