Game Development Community

concretePolyList ??

by Desmond Fletcher · in Torque Game Engine · 02/11/2002 (12:09 pm) · 6 replies

What is this purpose of this new class in collision?

#1
02/12/2002 (8:52 am)
*bump*
#2
08/09/2003 (3:40 pm)
More importantly, is it known to work?

I'm using it to harvest a list of all the polygons in a certain area, and I get crashes in the terrain code when I do this.
#3
08/10/2003 (10:14 am)
Well, wasn't this file out of all the platform's project/makefiles for the longest time ?
Did you add it back in ?
Maybe it wasn't included anymore because of problems like you having now ? ;)
So, what's the deal with concretePolyList ?
#4
08/10/2003 (11:27 am)
Was it? Weird stuff. In my project files, it's there and seems to compile just fine.

I think it's more likely there's a bug in the terrain polylist code, as it seems to be the case it's not allocating an intermediate structure that it references later on...
#5
08/10/2003 (1:38 pm)
On the vanilla HEAD, it looks like it's not referenced anywhere outside its file and header, except for the comment reference in abstractPolyList.h.
So I guess it gets compiled and linked, but is not used, hence why it wasn't included in the MacOS X Project Builder files.
I recall mentioning that earlier this year in the Project Builder thread in the Mac forums.
#6
08/11/2003 (12:16 am)
Whoops. Well, I have a shiny Mac OS X box on the desk next to mine, maybe I'll be able to check up on that before I leave this Thursday.

Meanwhile, I found out that the terrain polylist code breaks if you try to do too large a chunk at a time. There is a constant (MaxExtents) which controls the breakpoint, but I think the code just needs to be fixed to get rid of the breakage...