Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
4 registered members (TipmyPip, AndrewAMD, dBc, clonman), 18,621 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
vec_for_min/vec_for_max #219784
08/04/08 15:27
08/04/08 15:27
Joined: Jan 2007
Posts: 651
Germany
R
RedPhoenix Offline OP
User
RedPhoenix  Offline OP
User
R

Joined: Jan 2007
Posts: 651
Germany
Hi conitec,

in my experience vec_for_min and vec_for_max don't give back changed min and max values, eg. when you have deformed an entities and therefore changed it's dimensions. They always return the original min and max values of the entity. Could you implement that the functions always return the actual dimensions of the entity?

Greetings
redphoenix

Re: vec_for_min/vec_for_max [Re: RedPhoenix] #219786
08/04/08 15:28
08/04/08 15:28
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
Serious User
ChrisB  Offline
Serious User

Joined: Sep 2002
Posts: 1,604
Deutschland
c_setminmax?


www.Swollen-Eyeballs.org
ICQ:169213431
#3dgs@quakenet
Re: vec_for_min/vec_for_max [Re: ChrisB] #219787
08/04/08 15:31
08/04/08 15:31
Joined: Jan 2007
Posts: 651
Germany
R
RedPhoenix Offline OP
User
RedPhoenix  Offline OP
User
R

Joined: Jan 2007
Posts: 651
Germany
This modifies the entitys .min and .max vectors what I don't want to do in this case.

Re: vec_for_min/vec_for_max [Re: RedPhoenix] #220960
08/11/08 06:08
08/11/08 06:08
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
We'll implement a function for this in a future version. At the moment, you can do it with some DirectX commands. Open the mesh, retrieve the vertex buffer, and then calculate the maximum and minimum of the vertex positions. Y and Z must be swapped.


Moderated by  aztec, Spirit 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1