You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
the function Frustum.intersectsWorldAABB(minmax) is supposed to receive an AABB defined by its min Vector and its Dimensions.
Tests for intersection with World-space AABB, which is assumed to be: [xmin, ymin, zmin, xwidth, ywidth, zwidth]
But as I unterstand the algorithm, it should rather be a Minimum Vector and a Maximum Vector. Otherwise i get wrong results in TilingRenderLayer.cull(node) (line 88)
Also the name minmax seems a bit confusing when the second Component is supposed to be width, height and depth.
Thanks,
Andreas
The text was updated successfully, but these errors were encountered:
I think you're right. Thanks for spotting this. I find the code hard to read to be honest. Perhaps if you already took the energy to understand what's written there perhaps you can rewrite it into glmatrix/vec3 operations so that it reads a bit more like vector math (it's probably some sort of dot product) and is easier to read. Or otherwise just submit a PR that fixes the issues you mentioned. Thanks in advance.
muren400
pushed a commit
to muren400/BIMsurfer
that referenced
this issue
Feb 4, 2021
Hi,
the function Frustum.intersectsWorldAABB(minmax) is supposed to receive an AABB defined by its min Vector and its Dimensions.
But as I unterstand the algorithm, it should rather be a Minimum Vector and a Maximum Vector. Otherwise i get wrong results in TilingRenderLayer.cull(node) (line 88)
Also the name minmax seems a bit confusing when the second Component is supposed to be width, height and depth.
Thanks,
Andreas
The text was updated successfully, but these errors were encountered: