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Cylinder radius1 / radius2 influencing each other #270

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DominikKoller opened this issue Oct 27, 2016 · 2 comments
Closed

Cylinder radius1 / radius2 influencing each other #270

DominikKoller opened this issue Oct 27, 2016 · 2 comments

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@DominikKoller
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Heyhey

Cylinder (DX11) has (I believe) false behaviour regarding its 'Radius 1' and 'Radius 2' inputs. When changing only Radius 1, both ends of the cylinder change size. In this example I'm only changing the value of Radius 1:
Cylinder1

When I half my value for Radius 2 and then divide this by Radius 1, like so:
CylinderPatch2

Then changing R1 and R2 respectively looks like this, which I think is desired behaviour:
Cylinder2

However, then the scale of Radius 1 is off. I had no more time to search for the right workaround so I hacked it by having Radius1 always 1 and scaling in the shaderpass, like so:
CylinderWorkaround

@DominikKoller
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Also if I disable CenterY, only the body of the cylinder moves, the caps stay put which destroys the shape.
(won't make a new issue for this small bugger)

@mrvux
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mrvux commented Oct 27, 2016

Thanks for reporting, this is now fixed in
16316dd

@mrvux mrvux closed this as completed Oct 27, 2016
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