RE: Isectors and dynamically modified GeoSets

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Dale Newcomb, Jr. (dnewcomb++at++d-a-s.com)
Tue, 7 Sep 1999 14:29:52 -0400


I found a workaround to this issue, but I don't know if
it is the ideal way to do it. Basically, it seems that
Performer caches isector data for performance reasons.
Since I am modifying the GeoSets, I need to tell Performer
to re-cache the data. So I added the call:

pfNodeTravMask( pNode, PFTRAV_ISECT, PFTRAV_SELF|PFTAV_DESCEND, \
PFTRAV_IS_CACHE, PF_OR );

at the end of every frame that I have modified any GeoSets.
This seems to be giving me good results, but I would like to
confirm that this is the best choice.

Thanks,

Dale

> -----Original Message-----
> From: Dale Newcomb, Jr. [mailto:dnewcomb++at++d-a-s.com]
> Sent: Friday, September 03, 1999 2:01 PM
> To: Performer Group
> Subject: Isectors and dynamically modified GeoSets
>
>
> Hi all!
>
> We are having a problem right now where our isectors seems to get
> bad data back. We are using Vega's Z-type isectors on GeoSets that
> we are dynamically modifying. Before any modifications, the isectors
> work just fine, returning the Z value for the give X,Y position.
> Once we have modified the GeoSet, the Z values returned are all wrong.
> (Normally they are around 100 and they change to around 17,000.)
>
> As far as the modifications go, we are basically adding and removing
> triangles as well as moving vertices in the Z direction. We are also
> modifying normals and texture coordinates. We are not using a pfFlux
> as they do not support dynamic sizes for the vertex and polygon lists.
>
> This issue is extremely time critical for our client, so any help
> would be greatly appreciated.
>
> Thanks,
> Dale
>
> ----
> Dale Newcomb, Jr.
> Principal Engineer
> Dynamic Animation Systems
> http://www.d-a-s.com/~dnewcomb


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