Mounted object intermittently vanishes
by Trent · in Torque X 3D · 12/10/2009 (7:57 pm) · 6 replies
I'm gonna post this here before I call it a bug. I was testing a mounted object for Tony in another thread, and I noticed that while moving around, some angles caused the object to vanish until I changed directions. I'm not doing any processing on the mounted object's position.
Edit: It only seems to happen once I have moved about 10 or 20 units from the origin (i'll figure it exactly where soon). My parent object is placed at 0,0,0 and the child is mounted at 0,0,5
Edit: It only seems to happen once I have moved about 10 or 20 units from the origin (i'll figure it exactly where soon). My parent object is placed at 0,0,0 and the child is mounted at 0,0,5
About the author
#2
I did some more tests and it starts happening around +30 in the y axis.
12/10/2009 (9:32 pm)
Thanks Steve, I'll look into that. TX is apparently built to be a replica of TGEA, so it's probably the same issue.I did some more tests and it starts happening around +30 in the y axis.
#3
12/11/2009 (12:06 am)
While I haven't tracked down the problem yet, I've discovered that I don't even need to turn, I just go forward 35 units and it vanishes until I come back under 35 units.
#4
Also note that it is about +35 units from whatever starting point you set, not just 0.
12/11/2009 (12:54 am)
I set T3DSceneComponent.RenderObjectBounds = true, bounds look fine and move with the player, so maybe its camera related.Also note that it is about +35 units from whatever starting point you set, not just 0.
#5
12/11/2009 (5:51 am)
It's being dropped from _container in T3DSceneGraph. I'm not sure how, I don't understand what is going on in that class. The WorldBox seems ok though.
#6
12/11/2009 (6:15 am)
John's book says the DTS needs nodes in it for mounting, but this doesn't appear to be the case. I wonder if I'm not using the component correcty?
Associate Steve Acaster
[YorkshireRifles.com]
Changing the size of said player's boundingbox could get around this (in player.cs) - no idea if TX3D is set up the same way ... but I bet it's the same issue.