ComputeBounds problem
by Steven Chiu · in Torque Game Engine · 02/28/2008 (7:55 am) · 0 replies
I try to implement the auto bounds resource:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12787
But it crash at *mesh->getTransform() call when mesh type is SkinMesh, other mesh type is ok, the same error occurs when I use the default TSShapeInstance::computeBounds(S32 dl, Box3F & bounds) function in tsCollision.cc file.
If I use the smTransforms as the localTransform matrix then it no more crash, but the bounding box computed seems not correct. So my question is what's the correct method in TGE 1.52 to get the local transform matrix for a skinmesh?
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12787
But it crash at *mesh->getTransform() call when mesh type is SkinMesh, other mesh type is ok, the same error occurs when I use the default TSShapeInstance::computeBounds(S32 dl, Box3F & bounds) function in tsCollision.cc file.
If I use the smTransforms as the localTransform matrix then it no more crash, but the bounding box computed seems not correct. So my question is what's the correct method in TGE 1.52 to get the local transform matrix for a skinmesh?