Re: culling errors for dynamic geometry

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From: Bram Stolk (bram++at++sara.nl)
Date: 04/12/2000 01:26:12


Angus Dorbie wrote:
>
> Is it culled for a frame or two or is it the error permanent? I'm
> guessing there may be a transport delay for one set of data and not the
> other when the new info gets propagated to the cull process. A bit
> speculative at this stage.

The error is semi-permanent:
It depends on the camera position (in my case: the pos of the
tracking sensor on the VR glasses).

If I move at least a meter away from the object, no erroneous culling
occurs.

If I move in closer to the object, at, let's say half a meter
(real life CAVE dimensions), some cave walls cull the object.
E.g. you see the object on the front projection, but not on the
floor projection.

Maybe Performer thinks the object lies outside the viewing frustum?
After all, the viewing fustrum depends on camera position. And I assume
Performer does frustum clipping, like most renderers.

Also, I have a feeling that the more I move the vertices from
their original positions, the worse the culling problem gets, which
of course, sounds not that strange.

I will try your suggestion of a huge bounding volume.

   Bram

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