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Orbit target passes through heightmaps #2049
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Original comment by Louise Poubel (Bitbucket: chapulina, GitHub: chapulina). The problem with terrains seems to be coming from the logic here: Terrains are only checked if there are no other models intersected by the ray. So if there is something behind a mountain, or a ground plane under the terrain, that gets hit instead. |
Original comment by Louise Poubel (Bitbucket: chapulina, GitHub: chapulina). For other meshes, I managed to narrow it down to a problem when checking for intersection against a triangle here: Take the monkey wrench for example: Some triangles pass the I'm going to increase this to major, because it becomes quite difficult to navigate around complex meshes. |
Original comment by Ian Chen (Bitbucket: Ian Chen, GitHub: iche033). We could replace the some of the logic in Scene::FirstContact with RayQuery::SelectMeshTriangle and see if that helps. There's quite a bit of duplicate code there. |
Original comment by Steve Peters (Bitbucket: Steven Peters, GitHub: scpeters). |
Original comment by Louise Poubel (Bitbucket: chapulina, GitHub: chapulina). It looks like pull request #2688 fixed both the heightmap case and the monkey wrench case. I'll close this but please do reopen / ticket a new issue if you see the orbit target passing through some mesh. |
Original report (archived issue) by Louise Poubel (Bitbucket: chapulina, GitHub: chapulina).
Depending on the height of the heightmap, it may end up orbiting about a point far behind the surface of the heigthmap.
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