pfLayer Culling Problems

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Ran Yakir (rany++at++amcor.bvr.co.il)
Fri, 19 May 1995 14:35:46 +0000


Hi,

I've noticed a strange behaviour of pfLayers. In my application I create
pfLayers after loading Flight format file. i.e. I traverse through the scene
graph and create new layers in certain places. Those layers replace other nodes
which are removed from the scene graph. The strange thing is that after I
update the graph, the sub-graphs, which are under the layer nodes are not
cull-tested properly. When I look on the polygon count in the chan stats, I see
that they are tested against the far clipping plane, but not against the other
faces of the viewing frustum. i.e. I can direct my eyepoint to the sky, or to
the end of the world, and those nodes are still drawn, and, ofcourse affect my
precious hertzes ...
I've tried to modify all bounding volumes for everything after I add the
layers, to no avail.

However, when I create my own 'layers', meaning that I implement decaling with
draw callbacks in the appropriate nodes, everything becomes normal again. the
addinional nodes (now pfGroups instead of pfLayers) are culled properly and my
hertzes are almost intact.

Is there something I'm missing here ?
If its indeed a bug, will it be fixed in Performer 2.0 ?

Thanks

Ran

-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | Graphics App. Chief Engineer
/ )_ (_(_) )   \/ (_(_/<_(_)(        | BVR Technologies Ltd.
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany++at++bvr.co.il
  Work : 972-3-5715671               |
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