Hey,
Before you leave, notice that this is not one more of those Threads about malfunctions of collisions or setting the bounding box correctly

I have a Model whose bounding box is changed at runtime. However, the render process of 3dgs seems to ignore this. If the camera gets out of range of the default bounding box, the Model is getting invisible(frustum culling?). However it takes the default bounding box of the Model and not the one that was changed via Script. Here is a small Script to demonstrate(simply create a Model that grows in size to see the effect):
void actFrustumTest()
{
wait(1);
set(me, FAT|NARROW);
vec_set(my->min_x, vector(-100, -100, -100));
vec_set(my->max_x, vector( 100, 100, 100));
while(1)
{
if(is(me, CLIPPED))
draw_text("clipped :S", 10, 10, COLOR_RED); wait(1);
}
}
int main()
{
fps_max=60;
level_load(NULL);
ent_create("someAnimatedModel.mdl", nullvector, actFrustumTest);
return 0;
}
I have to resize the Bounding box, because the Model is animated and grows in size. As a workaround I placed 2 vertices in the Model to set the real size(or I could simply copy the last frame as the first). Isn't there a way that GS is just always using the bounding box from the script?
EDIT: I have the latest A7 version