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From: Josh A. <axl...@gm...> - 2009-08-18 15:40:47
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The fix isn't to completely break culling. What you did was to tell nodes
no matter what, always render every asset.Anyway, I think I found and fixed
the problem. I think GCC was doing some stupid optimization here
if ( !a.ExcludeFromCull() )
culled = culled && mai.Culled( a.DoCullingTests(
mai.GetOcclusionResult(), matrix ) );
I think if culled was false then it skipped the && and the operations after
the &&.
Try retesting. I can't get the problem to happen on my laptop.
Josh
On Tue, Aug 18, 2009 at 9:28 AM, Charles Lohr <ch...@cn...> wrote:
> Well, something else is going on goofey then that this fixes, so it's
> got to be very close to the right answer. As it stands, an arbitrary
> number of textures will load. Some times, the ground texture will load,
> other times not. When you look into it further, it's because
> arbitrarily the render on some of the texture assets will never get run,
> thus never loading the texture. In the event you have excluded objects,
> they need a way of preventing the culled flag from being set.
>
> I don't know what you have in mind to fix this, but it is definitely
> broken as it is.
>
> Charles
>
> Josh wrote:
> > No this is wrong. Auto excluding from cull is also wrong.
> > Right now nothing is culled.
> > The nonchanging VBO batches tells you this.
> >
> >
> >
> > cn...@us... wrote:
> >
> >> Revision: 488
> >>
> http://hgengine.svn.sourceforge.net/hgengine/?rev=488&view=rev
> >> Author: cnlohr
> >> Date: 2009-08-18 05:39:50 +0000 (Tue, 18 Aug 2009)
> >>
> >> Log Message:
> >> -----------
> >> fix dissappearing textures and assets. The problem is that we're
> >> ignoring if we're actually culled or not, and just letting whatever
> >> happen.
> >>
> >> Modified Paths:
> >> --------------
> >> Mercury2/src/MercuryNode.cpp
> >>
> >> Modified: Mercury2/src/MercuryNode.cpp
> >> ===================================================================
> >> --- Mercury2/src/MercuryNode.cpp 2009-08-18 05:24:42 UTC (rev 487)
> >> +++ Mercury2/src/MercuryNode.cpp 2009-08-18 05:39:50 UTC (rev 488)
> >> @@ -277,7 +277,11 @@
> >> MercuryAsset& a = mai.Asset();
> >> if ( !a.ExcludeFromCull() )
> >> culled = culled && mai.Culled( a.DoCullingTests(
> mai.GetOcclusionResult(), matrix ) );
> >> - if ( !mai.Culled() ) a.PreRender(this);
> >> + if ( !mai.Culled() )
> >> + {
> >> + culled = false;
> >> + a.PreRender(this);
> >> + }
> >> }
> >> SetCulled( culled );
> >> }
> >>
> >>
> >> This was sent by the SourceForge.net collaborative development platform,
> the world's largest Open Source development site.
> >>
> >>
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