On Aug 19, 2005, at 10:38 AM, Joseph J. Strout wrote:
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?).
Ha, yes that's what I mean. Love them double negatives. It's a false
positive!
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.
Wait, ComputeBounds changing the radius I understand, but UpdateBounds
is supposed to change the Radius? I understand that it would internally
need to know the new boundaries internally, but if it changes Radius,
what is the point of being able to assign it manually? The reason I do
it is because ComputeBounds creates a Radius that is far too large and
causes Intersect to be true when it doesn't appear that way visually.
Even if I do not call UpdateBounds directly, the same thing happens
when RB3DSpace is update if the objects in question are being rendered.
Really, I should be able to set a radius that is smaller than the
actual geometry and have Intersect respect and use that.
Right?
--
Joseph Nastasi
Pyramid Design - a software development firm
http://www.pyramiddesign.us
Voice 609 601-0814 Fax 609 601-0815
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