[Papervision3D] Lost triangle at corner intersection of two planes.
John McCormack
john at easypeasy.co.uk
Wed Mar 3 09:29:40 PST 2010
You were right Claudio.
I traced down into TriangleMesh3D and found that no extra triangles were
added.
So my plane wasn't broken up further and a small triangle wasn't missing.
I then traced into the BasicRenderSorter to see array.sort() put another
triangle above mine.
Looking closely, I can see that the weighted average "screenZ" for the
three vertices of the overlaid triangle makes it a little closer to the
camera.
One question I am left with concerns that line in the BasicRenderSorter ...
array.sortOn("screenZ", Array.NUMERIC);
I wonder if it moves all that data around once for each step?
Or does it create a new array and copy it over the original?
That would be faster.
John
Claudio Burtschenko wrote:
> -> more segments or
> -> viewportlayer sort mode
>
> !?
>
> cheers
>
> John McCormack schrieb:
>> Hi,
>>
>> I wonder if anyone can advise me on this culling problem.
>>
>> I have four planes, making two corners. A plan view shows an inverted
>> L and its reflection.
>>
>> Is it normal for some triangles to be lost down the seam where the
>> planes meet?
>>
>> To make sure culling wasn't causing lost triangles I tried
>> renderer.clipping = new FrustumClipping(FrustumClipping.ALL);
>>
>> John
>>
>>
>>
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