Dave Russell (drussell++at++ist.ucf.edu)
Wed, 25 Feb 1998 14:08:39 -0500 (EST)
Even worse than that, the returned pfHit has a PFHIT_FLAG value of 127
which claims to have a valid intersection. Unfortunately, the returned
hitpoint has nan's for coordinates. the terrain following happily uses
this to adjust our viewpoint, and everything then really blows up. In
looking at the segset passed in to the pfNodeIsectSegs call everything
looks fine prior to the first call that takes several minutes to process.
It feels like the somewhere in the construction of our secondary models,
we're really messing up memory somewhere, but I would expect the segset to
be the culprit if we were stomping on some of our own memory. could we be
stomping on something that Performer has set up that would cause the
really extended intersection traversal?
I realize this one is not going to have a really easy answer, I've been
banging my head against the wall for nearly 15 hours on the problem and
really haven't made any progress. Any help would be appreciated if you
have suggestions. Otherwise, just ignore my rantings, and thanks for
letting me vent.
David Russell |
Visual Systems Lab | Static worlds breed
Institute for Simulation and Training | static minds.
|
drussell++at++ist.ucf.edu | CHANGE YOUR (virtual) WORLD!
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