Abe Stephens schrieb:My understanding is that it should work with the computeBounds method as you suggest, but I haven't tested that code path myself. I'll test that when I test the get/set methods on the instances.
Dmitri Rubinstein wrote:As long as I correctly understand DynBVH code it require only that elements of a group should have correct computeBounds method. So I assume it is applicable to any kind of a group. As VRML mostly provide rigid body animation, I always have a lot of instances on the top level. When there is no possibility to build an acceleration structure over them the rendering will be very slow.
The second problem happens when I try to create DynBVH for the complete scene. I create worldBvh and call worldBvh->rebuild(world) after the scene is constructed. Then I set scene's object to worldBvh instead of world (commented out in the source), and rebuild worldBvh in the animationCallback after instance transformation matrices are updated. However I see only a floor parallelogram. What am I doing wrong ?
You might be the first person to try using instancing with DynBVH... I'll ask around....
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