hakanpersson
19-06-2007 17:48:51
Hello there!
As I know, boundingboxes is a common issue that cause meshes to dissappear. And that its solved by upgrading meshes to 1.4.
I have several different areas, most of them I exported month ago using CE. By then those meshes dissappeared on random basis. We solved the problem using mentioned tricks, aka upgrading to mesh format 1.4 using ogremeshupgrade. (and a batchconverter from "evak" if i remember correct)
Lately we switched to PRO edition. And the boundingbox bug has reappeared, but this time upgrading meshes does not help at all.
The meshes that are broken are those with several objects placed over a greater area (ONLY!) Like a couple trees. All objects sorted in at least some square formation works wonderful.
I have right now a very old scene which works perfect unless I try to reexport with PRO. Something gotta have changed with the exporter that causes this? Any ideas would be nice.
/HÃ¥kan
Lioric
19-06-2007 21:47:32
If you could post some screenshots of the AABB of the objects that are incorrect, or better, send us the scene file, we will review this immediately
hakanpersson
20-06-2007 10:47:30
Thanks once again for the help Lioric. It would be great to know if the problem is on our side.
I sent you a PM with link to a download.
Also I was wrong about one thing, that meshes that were in somewhat square formation worked, seems incorrect. When fixing a clean testscene i saw that it seems that all objects that have several seperate elements, are those getting misplaced boundingboxes.
But as mentioned, we have another enviroment here with seperate elements that works (100% sure its exported with CE), and I cannot re-export it and get it working again, no matter what I try. The scene I sent suffers from same problems.
/HÃ¥kan
hmm were having problems with meshes in heirarchy doing odd things when rotated at the moment too. This is in 1.887. Have to check our rotation and triangle picks through multiple overlapping bounding box code first.
But its interesting that your having this problem since it could be related to ours too.
kevinlan
21-06-2007 08:35:46
We have problem with differences between PRO and CE version. Our artist reported that different results in oFusion viewport between Pro and CE version when using the same UV scale value . Seems UV scale value in CE version dosen't work in Pro Version?
UV scale in the material editor and scaling the UV's in the UVWmap modifier both work in my version of ofusion pro's Ogre viewport.
Maybe you should post a screenie of what the results are
Lioric
21-06-2007 18:47:52
I have reviewed your scene and it seems to be correct
After loading the scene in max and exporting it, all the objects have their AABB in the exact position in a test application
Click for bigger image
Is your application doing any special process with the geom?
What version of oFusion and the Ogre engine are you using?
Found out what our bounding box problem was, Basicly tri picking through multiple BB children in the scene, Ofusion seems to be working correctly for us as far as AABB's go.
hakanpersson
22-06-2007 10:13:30
I have reviewed your scene and it seems to be correct
After loading the scene in max and exporting it, all the objects have their AABB in the exact position in a test application
Is your application doing any special process with the geom?
What version of oFusion and the Ogre engine are you using?
Thanks a bunch for helping out.
I am using oFusion 1.886. We are not doing any special processing with the geo. Although we are running with mogre and c# (latest version as far as i know). Which means that the scene loader is custombuilt. Downloaded from someone else, so I have to check with our programmer. But that might be a very good reason?
kevinlan
22-06-2007 10:52:45
UV scale in the material editor and scaling the UV's in the UVWmap modifier both work in my version of ofusion pro's Ogre viewport.
Maybe you should post a screenie of what the results are
Finally, I figure out where the problem is. Our artist were using CE
1.6 version...OMG.....
The definition of UV scale value seems reverse between CE1.6 and CE 1.8.
When our artist working with CE 1.6 and load it with Pro 1.8 version, will cause texture UV scale not correct....faint....
hakanpersson
22-06-2007 13:29:04
I ran into a new bug that probably only confirm even more that our sceneloader is broken somehow. One scene refused to load completely, and it was solved my center the pivot on the objects, that has never been "needed" before. So some change has to have been made.
But thanks anyway for confirming that the problem was on our side, now I just have to wait for that programmer to return from his vacation
/HÃ¥kan
Probably doesn't help you too much, but with 1.887 pro I got the following info regarding fixes.
In the new version several fixes for AABB generation were added, all meshes should have its AABB created correctly (there is no need to use the external mesh upgrader tool), and meshes with offseted pivot points are correctly handled
I expect this will all filter down to the CE version when the new version is released. I recall lioric mentioning that there would be a new version sometime this week.