realbasic-games
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Re: Bounds3D

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Bounds3D
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Fri, 19 Aug 2005 08:38:39 -0600
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <0a64f2569014c15c578d5116b4d8e13b at pyramiddesign dot us> <a0620070dbf265db72822 at [10 dot 0 dot 1 dot 2]> <4fd41a4f80c528debca1c2b13e9b9259 at pyramiddesign dot us> <a06200701bf2677682da1 at [10 dot 0 dot 1 dot 2]> <fb69115f969d6542b6180006c9ca83c8 at pyramiddesign dot us> <c94955de4320b65eef993ae58b64ed0d at pyramiddesign dot us>
At 8:45 AM -0400 8/19/05, Joseph Nastasi wrote:

Done and attached to this report:
http://www.realsoftware.com/feedback/viewreport.php?reportid=aefpnfic

Note that there are two issues. The intersect fails when it should not the first time.

OK, we'll look into that (though I thought it was the opposite -- it was claiming intersection when the bounds were actually far apart?).

The second issues is that the radius I assign using New Bounds3D(New Vector3D, 63000) is changed when UpdateBounds is called; setting to the value that was calculated when ComputeBounds was used instead of New Bounds3D. So it seems that UpdateBounds (whether called or when objects in question are rendered) does not respect the assigned values.

Well, yes -- that's the whole point of UpdateBounds. It updates the bounds to fit the object's current size, orientation, and position. If you don't want it to update the bounds, then don't call that method.

Best,
- Joe

--
Joe Strout                          REAL Software, Inc.

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