I set the offsets to 0 and it lines up wrong up a nav-mesh was generated in areas where they overlapped.
thanks!
Looking forward to next commit
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Thanksjacmoe wrote:Holy shit, that looks great!
Read the details here: http://code.google.com/p/ogre-paged/sou ... 7b5ae2#528//Calculate cache speeds based on camera speed. This is important to keep the cache
//process running smooth, because if the cache can't keep up with the camera, the
//immediately visible pages will be forced to load instantly, which can cause
//noticeable and sudden stuttering. The cache system results in smoother performance
//because it smooths the loading tasks out across multiple frames. For example,
//instead of loading 10+ blocks every 2 seconds, the cache would load 1 block every
//200 milliseconds.
As a matter of fact, yes.Alexiss wrote:are "teleportation portals" supported ?
Finally decided to give it a proper name, eh ? I like it!duststorm wrote:Update: I decided a new name would do this project more justice, therefore I renamed it officially to OgreCrowd! Please update your bookmarks as the repository names have changed.
I also went for an MIT license.
Yes. The goal is to make it separate components that can be combined for higher-level functionality.Mind Calamity wrote:are you abstracting it bit by bit ? I mean from first glance it still seems like the demo application you had a while ago. (By this, I mean judging by the name, it should be a component, rather than just a demo like before)
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src\ogredetourtilecache.cpp(650) : error C4716: 'OgreDetourTileCache::isWithinBounds' : must return a value
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#include "include/OgreRecastNavmeshPruner.h"
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#include <Terrain/OgreTerrain.h>
#include <Terrain/OgreTerrainGroup.h>
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if(m_ctx)
delete m_ctx;
fixedsaejox wrote:Code: Select all
src\ogredetourtilecache.cpp(650) : error C4716: 'OgreDetourTileCache::isWithinBounds' : must return a value
You're right. As I quickly shifted focus to using OgreCrowd for managing paths and agents, I forgot to add those convenience functions.saejox wrote: PATHDATA m_PathStore[MAX_PATHSLOT]; is protected. I am using this directly. I have moved it to public. Or is there an alternative way to get pathdata?
Yeah, I fear my include statements are a little inconsistent in places. Not sure whether all is fine now, but I'll go through all of them thorougly soon.saejox wrote:should be "include/OgreRecastNavmeshPruner.h"Code: Select all
#include "include/OgreRecastNavmeshPruner.h"
Good point! I had assumed that the new terrain component was generally accepted as the standard by now, but since it is a component you're right at not including it by default. I'll probably create an OgreTerrainInputGeom specialization to separate it from regular InputGeom.saejox wrote: you seem to have included terrain in inputgeometry builder.
... but it would be great if you could make the terrain optional.
getPath(pathSlot) now solves that problem for you. It returns an empty list when no path is defined. If you still use PATHDATA directly I made sure that MaxVertex and target are inited to 0 in the DetourCrowd constructor.saejox wrote: i need some kinda confirmation that path actually exists or not.
PATHDATA doesnt have constructor, if it did i could look if path exists or not by looking at MaxVertex == 0.
Fixed.saejox wrote: there is also a nasty crashyou forgot to nulifyCode: Select all
if(m_ctx) delete m_ctx;
Some ideas might be going .....Class OgreDetourTileCache, function rasterizeTileLayers in line rc.triareas = new unsigned char[chunkyMesh->maxTrisPerChunk];
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// Create partial input geom only for the tiles we want to rebuild
InputGeom geom = InputGeom(bb, mTerrainGroup, mNavmeshEnts);
// Rebuild tiles that touch inputGeom bounding box
mDetourTileCache->buildTiles(&geom);
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// Create partial input geom only for the tiles we want to rebuild
InputGeom* geom = new InputGeom(bb, mTerrainGroup, mNavmeshEnts);
// Rebuild tiles that touch inputGeom bounding box
mDetourTileCache->buildTiles(geom);