Open GoogleCodeExporter opened 9 years ago
Just FYI, 2 quick fixes
1) Turn off culling for the skinned primitive.
mySkinnedPrimitive.cull = false
or
2) Manually set the bounding box for the skinned primitive
mySkinnedPrimitive.boundingBox = [
[mixXInLocalSpace, minYInLocalSpace, minZInLocalSpace],
[maxXinLocalSpace, maxYInLocalSpace, maxZInLocalSpace]
];
The truth is, O3D has no way of knowing how the application is going to animate
the
skinned model and computing a new bounding box on the fly would be too slow.
Most
games manaully set the bounding box to a box that is large enough to cover any
state
of animation the game expects. That means that even if this gets fixed you'd
still
need to implement solution 1 or 2 above for your app.
Original comment by g...@google.com
on 11 Oct 2009 at 6:10
Thank you gmangoog,
I solved temporarly by disabling culling and I will
follow your advice by setting up a maximum bounding box
according to animation.
I understand that it s difficult to compute minimal size.
Bye
greg
Original comment by gregory...@gmail.com
on 11 Oct 2009 at 7:34
Original issue reported on code.google.com by
gregory...@gmail.com
on 8 Oct 2009 at 10:31Attachments: