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MeshNode Local Bounding box with delayed geometry loading http://horde3d.org/forums/viewtopic.php?f=3&t=1237 |
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Author: | attila [ 27.08.2010, 20:14 ] |
Post subject: | MeshNode Local Bounding box with delayed geometry loading |
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. |
Author: | marciano [ 29.08.2010, 09:49 ] |
Post subject: | Re: MeshNode Local Bounding box with delayed geometry loading |
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. |
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