Closed GoogleCodeExporter closed 8 years ago
Andy, I'll pick up on the normal culler (which doesn't seem to be the issue to
me).
Could you confirm this ?
Original comment by r.hauw...@gmail.com
on 17 Oct 2008 at 1:51
Andy and Ralph,
I tested this with 763 and
renderer.clipping = new FrustumClipping(FrustumClipping.NEAR);
Same issue. Out of my league here but I'm working to apply your fantastic tool
on my
MFA thesis *grins*. No doubt I missed a bit or two somewhere but the above
case I
pulled from a real app I'm working on and I'm running into this a lot. It
seems to
me some others may be on the same obstacle. I did take a look into it, and I've
found some things that do not look right to me.
In DefaultTriangleCuller, line 25 reads:
if(vertex0.visible && vertex1.visible && vertex2.visible){ // [[ might be
visible, else cull ]]
thus all vertices must be visible in the projection, or the triangle is culled.
I think it should read:
if(vertex0.visible || vertex1.visible || vertex2.visible){
so that any vertex being visible means it won't be culled. This fixes (er,
hides?)
my simple sample code on the exiting of the plane; it still jumps into
existence. My
full app is in a skybox and sides keep disappearing on me like the plane
example,
opening giant holes in the sky. What power ;) Now if only I had the power to
fix it
*sighs* Thoughts?
Best, DJC
In FrustumCuller.sphereInFrustum() I don't see any factor for obj.scale
property?.
Radius is correct at a scale of 1.0 but remains the same regardless of scale
changes
so objects may be over or under-culled. Ignorance = bliss? I think not :)
Original comment by david.ch...@gmail.com
on 25 Oct 2008 at 1:40
David, your solution lies in using the FrustumClipping! Ralph.
Original comment by r.hauw...@gmail.com
on 17 Nov 2008 at 12:57
Original issue reported on code.google.com by
david.ch...@gmail.com
on 23 Sep 2008 at 6:25