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Command debug aids #555

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pjcozzi commented Mar 8, 2013

@bagnell and @kring take these for a spin.

Draw a command's bounding volume:

command.debugShowBoundingVolume = true;

Only execute selected commands:

scene.debugCommandFilter = function(command) {
    return command.owner === billboards;

Intentionally no CHANGES.md updates.


kring commented Mar 11, 2013

Some multi-frustum problems or something. This is showing bounding volumes for all terrain tiles:

Why not show wireframe instead of the solid sphere? I find wireframe much more helpful when debugging.


kring commented Mar 11, 2013

I updated the terrain code to use command-based bounding sphere rendering instead of the homebrew thing it was doing before. It's a slick system, but there are lots of rendering problems with the ellipsoids. Check out the Sandcastle example I added to try it out.


mramato commented Apr 6, 2013

I wonder if @emackey's recent ellipsoid updates (and grid material) would address your review comments regarding wireframe and rendering issues.


pjcozzi commented Apr 6, 2013

The grid would be nice, but the recent changes will not fix the rendering issue.


pjcozzi commented Apr 26, 2013

It will be at least a few weeks before I get to this, so I'm closing for now.

@pjcozzi pjcozzi closed this Apr 26, 2013

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