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occluder #807

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gionnigio opened this issue Aug 25, 2018 · 1 comment
Closed

occluder #807

gionnigio opened this issue Aug 25, 2018 · 1 comment

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@gionnigio
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hi all,
if you set occluder to invisible it doesnt work in 0.2.0 and 0.2.3 i didnt test others versions.

panzergame added a commit that referenced this issue Aug 25, 2018
Previously objects were considered as occluder if the occluder option
was checked and that the object was visible. The last constraint is
bothering for the user that could define a simplified mesh for occlusion
that naturally will not be visible.

This commit is introducing the condition "visible || occluder" for the
call activating the graphic controller in KX_GameObject::SetVisible/
SetOccluder and the initialization of the graphic controller.

Fix issue #807.
@panzergame
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This behaviour also happen in BFBGE but is not perfect in my opinion. The branch ge_occluder is fixing this behaviour.

panzergame added a commit that referenced this issue Sep 1, 2018
Previously objects were considered as occluder if the occluder option
was checked and that the object was visible. The last constraint is
bothering for the user that could define a simplified mesh for occlusion
that naturally will not be visible.

This commit is introducing the condition "visible || occluder" for the
call activating the graphic controller in KX_GameObject::SetVisible/
SetOccluder and the initialization of the graphic controller.

Fix issue #807.
panzergame added a commit that referenced this issue Sep 1, 2018
Previously objects were considered as occluder if the occluder option
was checked and that the object was visible. The last constraint is
bothering for the user that could define a simplified mesh for occlusion
that naturally will not be visible.

This commit is introducing the condition "visible || occluder" for the
call activating the graphic controller in KX_GameObject::SetVisible/
SetOccluder and the initialization of the graphic controller.

Fix issue #807.
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