Wingnut Posted June 2, 2017 Share Posted June 2, 2017 Hi kids! Admiral Deltakosh recently adjusted some code to get our CannonJS heightMap impostors working somewhat better. (still avoid non-square terrains) BUT (there's always a but)... check this out [PG test #45]. Wait for all the movement to stop. Are all the boxes sitting on their edges? Impostor-meshShape rotational-sync issue? Me thinks so. Also, I think I see muddy ground (mesh slightly sinking into terrain). We will know more... once the rotation issue is solved. I mentioned it in this recent discussion (scroll to bottom), but DK has been pretty busy, so we should try to puppy-chow these issues (try to solve without expert help). But... the rotation issue started recently - possibly caused by recent activity in heightmapImpostor or boundingBox code. @Deltakosh, I will ask blunt. Did your recent heightmapImpostor fix... somehow affect boxImpostor rotations? Do you/anyone see boxes in #45 demo... resting/sleeping on their edges? Any thoughts/ideas? Should I be in bugs? Should I have continued talking in the github comments? (I fixed a bad link to pg #45 in github comments) I never know how to report stuff. Over 60% of my reports... end with finding a Wingnut mistake. JackFalcon 1 Quote Link to comment Share on other sites More sharing options...
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