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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.

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kring commented Mar 11, 2013

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

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

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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.

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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.

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pjcozzi commented Apr 6, 2013

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

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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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