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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
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RedPhoenix  Offline OP
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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
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ChrisB  Offline
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Deutschland
c_setminmax?


www.Swollen-Eyeballs.org
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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
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RedPhoenix Offline OP
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RedPhoenix  Offline OP
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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: 28,090
Frankfurt
jcl Offline

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jcl  Offline

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Joined: Jul 2000
Posts: 28,090
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.


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