Hi, I have a problem…
To use object picking by ray I need to set bounds for each object, and when I call setModelBound(new BoundingBox()) - my model diapears from scene ( I think it related with some culling process ).
Please help to resolve my problem.
Alex.
did you call updateModelBound() after setting the new bounding box ?
Yes I do, but it does not have effect.
When I try to call setCullHint(Spatial.CullHint.Never) - model shows partially ( some meshes stll invisible )
Are you extending BaseGame or SimpleGame? If the latter, do you have a ZBufferState?
I am extends SimpleCanvasImpl
ZBufferState also used successfully and scene renders successfully if I don't use setModelBound…
Maybe I need to call some specific camera functions to apply correct frustum ?
Please look at this picture.
There are 2 model on scene ( 2 Shared meshes procuced from one model )
First model ( left ) - renders correctly, second model - incorrectly.
Few meshes in the second model culled…
Both meshes has setModelBound(), updateModelBound, updateWorldBound, but first mesh shows correctly, second - not…
Both models placed to scene with same code…
Please help to find solution
You might try rendering the bounding volumes with the Debugger class just to verify they are good.