Hey Fabrice, Kind of but not really. The issue is that the mesh itself adopts the parents coordinates, then I offset that mesh by a set amount to get it visually correct. However, according to the faces, in the mathematical sense they have not moved, only the mesh. This creates a box within another box if you were to construct 2 BVHs. This however, according to the visual model it is not correct since the attached mesh has been offset by a certain amount.
I've tried using the function updateVertex by the new Mesh's position but to no avail. On Jun 3, 2:51 pm, Fabrice3D <[email protected]> wrote: > i'm not sure I follow your description, > But if you have an object in a container, if you access the mesh, you need to > add the faces at space object coordinates > they automatically get the offset of the parent coordinates. > > now, another possible cause is the goemetry object. > somehow, that thing sticks in ram. > so before fill with new faces, just m.geometry = null, m.geometry=new > Geometry(), then fill using addface. > of course if previous geometry object olds faces, loop over the faces array > and delete them or store them, if you want to reuse. > > but thats a shot in the dark to help you, as I'm not certain of the exact > issue you're having. > > Fabrice > On Jun 3, 2010, at 8:12 PM, Reinorvak wrote: > > > Greetings everyone, > > > Alright here's the scoop this time. I've got my own custom BVH, > > Bounding Volume Hierarchy, class set up to surround all the objects in > > this game. This was set up before 3.5 came out and we don't have > > enough time to switch over to the newest version so we're using 2.3. > > > The big problem is, when I add a new mesh to a previously existing > > object, the faces of the new mesh believe they are at the origin of > > the object it was attached to. Visually, the items show up fine, but > > this offset of having the item at 0,0,0 instead of its correct local > > space position is ruining the BVH creation algorithm. > > > So mostly what I'm asking for is this, is there anyway to update the > > faces correctly to the new mesh position with distorting the model in > > any way or form. I've tried a few things here and there, but nothing > > solid has occurred out yet. > > > Most appreciated, > > Rein
