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c_trace USE_POLYGON not working with animated polygons #327379
06/06/10 08:32
06/06/10 08:32
Joined: Jan 2010
Posts: 40
Adelaide, Australia
Sub_Game Offline OP
Newbie
Sub_Game  Offline OP
Newbie

Joined: Jan 2010
Posts: 40
Adelaide, Australia
Code:
this_distance=c_trace(vector(camera.x,camera.y,30), vector(camera.x,camera.y,-30), IGNORE_ME | USE_POLYGON | SCAN_TEXTURE);


I'm using this code to determine the surface of my ocean which is an animated model. The c_trace works fine without animation, but when I animate is only returns the original polygon positions.

How do I determine the real polygon positions?


A7 Commercial
First person submarine combat simulator project
http://alexanderforeman.webs.com/fightersubgame.htm
Re: c_trace USE_POLYGON not working with animated polygons [Re: Sub_Game] #327384
06/06/10 09:00
06/06/10 09:00
Joined: Dec 2002
Posts: 3,375
Vindobona (Ostarichi)
Harry Potter Offline
Expert
Harry Potter  Offline
Expert

Joined: Dec 2002
Posts: 3,375
Vindobona (Ostarichi)
You can use c_updatehull.
It recalculates collision hulls for the given entity to match the vertex positions of a certain frame.

Re: c_trace USE_POLYGON not working with animated polygons [Re: Harry Potter] #327388
06/06/10 09:14
06/06/10 09:14
Joined: Jan 2010
Posts: 40
Adelaide, Australia
Sub_Game Offline OP
Newbie
Sub_Game  Offline OP
Newbie

Joined: Jan 2010
Posts: 40
Adelaide, Australia
Thanks for the quick response. I'll try it out!


A7 Commercial
First person submarine combat simulator project
http://alexanderforeman.webs.com/fightersubgame.htm
Re: c_trace USE_POLYGON not working with animated polygons [Re: Sub_Game] #327422
06/06/10 11:10
06/06/10 11:10
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
Serious User
Widi  Offline
Serious User

Joined: Aug 2007
Posts: 1,922
Schweiz
Yes, that works. But c_updatehull is very slow, so you don`t can use it every frame


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