DigiHz Data Posted August 2, 2016 Share Posted August 2, 2016 I have been thinking..... :=) Bounding boxes are also vertices/meshes right? Every mesh created have an additional bounding box? correct me if i am wrong. And the bounding boxes are only for checking collissions, and for gravity/physic stuff? They are not needed for mesh picking? If so..... Is it possible to dispose the bounding box for a specific mesh? and recreate it later if needed? What i mean is.....it is not all meshes that really take use of bounding box, so why use the bounding box for that mesh? But maybee the bounding box functionallity is to deep coded into the BJS. But it would be great if there was 2 functions like: mesh.boundingBox.dispose();//remove this mesh boundingbox totally mesh.boundingBox.recreate();//create a new bounding box for the mesh Well, just a thought Quote Link to comment Share on other sites More sharing options...
jerome Posted August 2, 2016 Share Posted August 2, 2016 yep, BBOx is deeply used everywhere in the framework : to chack against the octree, if a mesh is in the frustum, if it's currently pickable, etc, etc Quote Link to comment Share on other sites More sharing options...
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