Open jpsluka opened 5 months ago
Although I do not plan to fix this right away since my laptop struggles to handle 3D, my first thought is that this bug could be an issue with either:
there is a new setting in configuration panel that you can toggle to switch between shell-only rendering and rendering of all cells:
with shell-opnly rendering
Rendering all the cells
there is a new setting in configuration panel that you can toggle to switch between shell-only rendering and rendering of all cells:
with shell-opnly rendering
Rendering all the cells
So the new setting doesn't render any cell that touches the model's boundaries?
That was optimization that was on all the time and the moment you used NeighborTracker it was producing 3D view that was rendering only shell cells (and those touching boundaries were considered shell cells because they had no contact with Medium) . With this PR you can turn off this behavior and all cells will be rendered - it will be slower but at least you will get what you want. . BTW this will come in 4.6.0 which should happen soon
Player is failing to properly render 3D models. The problem is particularly bad when
But even if they dims are the same and cells don't touch the boundary the render is often wrong.
Here is what you get for a cube of cells using the UniformInitializer to create a solid region of cells. The model dim's are all the same. The 2D windows show a solid region of cells. The 3D render is missing the inner cells.
If the model dims are all different, then the render makes different errors: (now the back wall is missing as well as all the interior cells)
In both cases the cell inventory count is consistent with a solid cube of cells, not with the number of cells shown in the 3D render.
If you move the cube of cells one pixel away from the wall, then the cells initially render correctly in 3D. But as the sim runs cells vanish from the 3D render even though the 2D views still show the cells and the cell inventory count does not change. test.zip