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clipping bug #234995
11/05/08 14:09
11/05/08 14:09
Joined: Jul 2006
Posts: 783
London, UK
sheefo Offline OP
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sheefo  Offline OP
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Joined: Jul 2006
Posts: 783
London, UK
I think I found two possible bugs:

After calling ent_setmesh and manually setting min/max values, the entity is still clipped using the size of the old mesh. For example I have an 8x8x8 box (4 vertices) and I call ent_setmesh to change the mesh to a large terrain (128x128 vertices), the terrain is clipped when the 8x8x8 box is not visible.

Also, ent_setmesh does not work on terrain entities...?

Re: clipping bug [Re: sheefo] #235152
11/06/08 07:48
11/06/08 07:48
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

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Joined: Jul 2000
Posts: 27,986
Frankfurt
Yes, setting a new mesh does not alter the clip size. We'll find a solution for that.

For terrain entities you need to give the chunk you're setting the mesh for.

Re: clipping bug [Re: jcl] #235293
11/06/08 21:02
11/06/08 21:02
Joined: Jul 2006
Posts: 783
London, UK
sheefo Offline OP
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sheefo  Offline OP
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Joined: Jul 2006
Posts: 783
London, UK
Thanks.

The engine crashes when calling ent_setmesh on non-chunked terrain (with "_n" in the filename). It terminates with no warning (and returning strange error codes in VC++).

Re: clipping bug [Re: sheefo] #235345
11/07/08 08:07
11/07/08 08:07
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
I could confirm the clipping issue, but can not confirm the problem with the nonchunked terrain, at least not with my test terrain. Can you send that project to the support? Maybe the reason is something else.

Re: clipping bug [Re: jcl] #235818
11/10/08 11:52
11/10/08 11:52
Joined: Jul 2006
Posts: 783
London, UK
sheefo Offline OP
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sheefo  Offline OP
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Joined: Jul 2006
Posts: 783
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I have prepared a new project to test the terrain and it seems to work on it's own. The problem must lie somewhere else in my project. I will investigate. It's probabily not the engine.

Sorry for the trouble.


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