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Re: Bug? LineSegmentIntersection

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Bug? LineSegmentIntersection
From: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Wed, 21 Sep 2005 10:34:44 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <A62133C5-26E7-4F77-85C7-3CBD6D5AC3CA at miensoftware dot com> <a06200716bf573a7915d2 at [10 dot 0 dot 1 dot 4]> <DA804B0A-B054-436E-8DBD-B29A2DC27CBC at miensoftware dot com> <a06200719bf5744806f46 at [10 dot 0 dot 1 dot 4]>
Yes, I've done that, and all the objects seem to have valid bounds. If I comment out that code, it works perfectly fine (but very slow) so I know for sure it is coming from that snippet of code instead of anywhere else.

The bounds should be correct because it works with the 2nd code I provided which uses just the center and the radius. Why does one work and one not work if they have the same inputs.

Any other ideas?

On Sep 21, 2005, at 10:12 AM, Joseph J. Strout wrote:

At 9:52 AM -0700 9/21/05, Lo Saeteurn wrote:


I wish I could pull out a simple project, but that would be too much work as this only happens when you have a whole scene.


But can't you drop into the debugger when that happens, and write down the center and radius of the sphere being tested, along with the start and end points of the line segment? Then you can make that into a simple test of LinSegmentIntersection.

Otherwise, it's going to be hard to eliminate the possibility that it's just a logic bug in your big project.

Best,
- Joe

--
Joe Strout                          REAL Software, Inc.

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