Delusional | At one point when you added a mesh you’d get weird effects unless you added an “inside” point to it. Then Something in BZ’s code was improved so it could better tell the inside from the outside of an object. | 00:09 |
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Delusional | the option to add an inside point to each mesh lives on in the wings3d exporter. | 00:10 |
Delusional | I beleive that that change was made soon after march 2009 https://forums.bzflag.org/viewtopic.php?f=24&t=13848&p=135951&hilit=optigon#p135951 | 00:14 |
Delusional | look for something trepan did in april or may 2009 | 00:15 |
spldart | Wasn't that the thing I was told about in my lame attempts at wings3d to keep tanks from 'seeing/driving' throiugh objects? *it's been so long since I did 3d objects :( | 00:53 |
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Delusional | try adding an inside point to your mesh and see if it behaves differently | 02:32 |
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tupone | blast007: all the kind of texture should continue to work like before (I mean RGB/RGBA/LUMINANCE/LUMINANCE_ALPHA) | 09:22 |
tupone | INTENSITY should become LUMINANCE_ALPHA but without any visible chanmge | 09:23 |
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macsforme | I am by no means intimately familiar with our collision code, but my impression is that our 1.0 object collisions are more robust than mesh-based objects (this being another example of that) | 12:45 |
blast007 | more simplistic | 12:47 |
macsforme | I think in general, you want the most primitive collision volume possible to represent an object | 12:49 |
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macsforme | so if anything, I think we would want to use mesh collision tests only for shapes that actually require them | 12:50 |
macsforme | when I was playing around with Bullet, I saw they have a decent mesh collision test, but they also have more primitive collision shapes which seemed to be encouraged when possible | 12:53 |
macsforme | anyone know why we have things like a "meshbox" at all, rather than just allowing material properties on an actual box? | 13:01 |
blast007 | I believe the meshbox was created before the 'meshed box' | 13:13 |
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