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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

#1
12/10/2009 (8:08 pm)
Not a TorqueX user but ... TGE/A used to have this issue because the weapon moves outside of the player's boundingbox at certain angles.

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.
#2
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
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?