Horde3D

Next-Generation Graphics Engine
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PostPosted: 11.12.2008, 00:58 
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Joined: 20.01.2008, 07:16
Posts: 15
I found this bug while writing an engine which requires on the fly loading of resources. If a scenegraph resource is added and Horde3D::addNodes() is called on the resource after it has successfully loaded (but before any attached geometry resources are loaded) then those scene nodes created by addNodes() will have incorrect Bounding Boxes. When the Geometry resources are finally loaded, those incorrect Bounding Boxes will not be updated, meaning that the scene node will continue to be culled incorrectly.

I'm not sure of the best way to fix this. Either isResourceLoaded() should not return true until all geometry resources are loaded or the scene node should have their Bounding Boxes updated upon successful load its respective geometry resource.


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PostPosted: 14.12.2008, 23:06 
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Joined: 10.09.2006, 15:52
Posts: 1217
Thanks for reporting this.
Yeah we need to think of a nice solution for this problem. One possibility could be that a SceneNode has an onUpdateResource( Resource *res) function and the resource manager a registry with listeners where model nodes could register for receiving geometry update events. But this is also not perfect...


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PostPosted: 21.03.2009, 23:26 
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Joined: 20.01.2008, 07:16
Posts: 15
For those with this problem, you can work around it by checking to see that the .geo file is fully loaded before adding the scenenode to the graph.


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