[SOLVED]Disappearing geometry

I thought the camera would to a check against the bound volumes of geoemtry in the scene to determine if something is visible or not.

I enabled bounds debugging and I can clealry see that the boundboxes are inside the current frustum. But when I turn the camera to certain angles suddenly the geometry disappears.

Any suggestions?

there is another thread where someone has similar problems with OBB's are you using regular BoundingBoxes or Oriented ?

for reference:


I am using regular bounding boxes.

I've seen this issue when users set their own camera up and choose incorrect left/up/direction vectors.

Sorry for the late answer:

I copied this from BaseSimpleGame:

Vector3f loc = new Vector3f( 0.0f, 0.0f, 25.0f );

        Vector3f left = new Vector3f( -1.0f, 0.0f, 0.0f );

        Vector3f up = new Vector3f( 0.0f, 1.0f, 0.0f );

        Vector3f dir = new Vector3f( 0.0f, 0f, -1.0f );

So I think my camera should be ok.

It's getting even funnier:

If I save the scene to a file and load it back it works correctly. If I then add a new geometry the same problem occurs but only for the newly added object.

Ok, the problem was the following:

The individual geometries had the correct bounding volume but not the rootnode.

I added updateGeometricState + updateModelBound + updateWorldBound calls to my geometry adding methods nd now the bounding volume of the rootnode includes the individual geometries (I had overlooked that there was noe global bounding volume that enclosed everything).