-
Notifications
You must be signed in to change notification settings - Fork 141
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Overlapping room confuse camera and frustum #40
Comments
Hmm, I tested it, and it seems that everything works right (except that I can't push-pull the blocks because of faulty collision detection). When Bullet debug drawer is active (r_coll), indeed I get overlapped room geometry, but that should be filtered out considering current room. |
Ok, here's the test case. Type Depending on circumstances she is able to walk over overlapping invisible roof in room 117 as if levitating. |
Another good example is The Cistern level. Move Lara in the room with a switch 11. Jump straight up and she'll be transferred into room 10. Now roll and she instantly moved into room 9. All this without changing coordinates. And it caused big trouble in the current frustum code. |
The camera current room and position are not coherent. It's visible in |
No more reproducible after #384. |
In TR3 Lara' house there is an overlapping between room 117 and room 132 below. This produces very weird transition effects when walking or jumping.
The text was updated successfully, but these errors were encountered: