Another newbie question. I have a BasicGameState, with a FirstPersonHandler (for now) to move around. It's not a traditional game, I'm visualizing an application in mostly real-time, but I need to move around to examine nodes in more detail. (Think of a clustered app running on many application servers… one billboard node per app server on the screen with blobs flying between the nodes representing activity. Each node has a graph as a texture showing activity for that app server, plus a HUD graph showing overall activity). I have the default camera setup, default lighting, etc, mostly borrowed from the DebugGameState class.
I also have two HUD type displays, a graph along the bottom and a FPS counter at the top.
The problem… when I zoom into the scene, I don't get too far (ie: definitely not past the node) and the entire display disappears, including the two HUD's. Zooming back out brings it all back. Same for scrolling left or right… I've no idea where to even begin with this. I can understand if I zoom too close that the node I'm zooming into disappears behind the camera, but any idea why the whole display might go away?
Greatly appreciate any advice.
mike
Consider splitting your scene into two scenegraphs… one for your scene and the other for your HUD items so that bounding culling does not effect your HD. Then also check your bounding volumes by drawing them on screen (B key in debuggamestate) and see if they look correct for the objects in your scene. It could be that you have not set up bounds for all scene items, so the bounding volumes for those that do have them are being used to determine culling on those that do not.
Thanks for the quick response! It was the missing-in-action bounding volumes that was the cause… I had switched some nodes from boxes to billboards and commented them out. Adding them back in fixed it. Obviously my understanding of bounding volumes is lacking.
I'll add the HUD items to another scene graph too.
Thanks for the help!
mike