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|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0000839||[Croquet] Any||minor||always||01-19-05 17:05||01-23-05 14:30|
|Summary||0000839: TRay doesn't work for TFrames in a TQuadTree|
|Description||You can't pick objects in a TQuadTree because TRay tests only work if the TRay is a downRay.|
(0001093 - 423 - 453 - 453 - 453 - 453 - 453)
This is correct. TQuadTrees are an optimization for rendering a picking downwards. To pick requires that a TQuadTree be rendered normally, ignoring the quad tree structure. There are two possible ways to fix this:
1. Check for the pointer down event and force the system to figure out what was picked by rendering normally for one frame.
2. Add a ray test to TQuadTree renderFrame:.
The second might be easier to do.
(0001095 - 578 - 598 - 598 - 598 - 598 - 598)
|But the problem with rendering would only apply to general rays because it might hit objects outside the viewing frustum, which get culled by the QuadTree. However, in the restricted case of the ray being the pointer of the active camera, we know the ray is inside the frustum and everything should work, no? As long as I can *see* the object it means it was rendered, so why wouldn't a "normal" pick test in the rendering work? Of course, walking the tree cells along the ray would be more efficient, but you know, "make it run, make it right, make it fast - in that order" ;-)|
|01-19-05 17:05||grit||New Issue|
|01-23-05 02:28||Croqueteer||Note Added: 0001093|
|01-23-05 14:30||bert||Note Added: 0001095|
|01-23-05 14:30||bert||Status||new => feedback|
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