We got the hybridbuilder to work. Some different implementations was tried, including a one were we gave a set of faces in as parameter in the constructor, but that didn't work well. The problem was when we tried to apply the visitor pattern - it couldn't differenciate between the first traverse, when converted the geometry nodes to quadnodes, and the second traverse, when finding the leafs in the quadnode tree (also geometrynodes), and transforming those into BSPnodes.
The solution was to give the hybridbuilder a quadnode as parameter, and the letting the visitorpattern find the geometrynodes and converting them to BSPnodes.
The result, a quadnode, was given to the physics module as a parameter, and that seems to work.
Tuesday, October 9, 2007
Thursday, October 4, 2007
Week 4 -QuadNode
I now looks like the QuadNode works.
We removed the method splitInFour and instead implemented it in the constructor. This seems to have done the difference. Again - this problem must be related to our limited knowledge of C++.
We removed the method splitInFour and instead implemented it in the constructor. This seems to have done the difference. Again - this problem must be related to our limited knowledge of C++.
Wednesday, October 3, 2007
Week 4 - BSP tree structure
Another assignment this week was to implement BSP tree structure. We started by reading material on what BSP trees are and what they can be used for.
At first we tried to implement the choose-dividing-polygon algorithm presented in:
We also had to test our BSP tree implementation, for this we used the guide presented in:
Another issue we still have is that textures aren't drawn fro BSP nodes (even if we use VisitGeometryNode(...) inside VisitBSPNode). We will ask for help tomorrow at the workshop.
At first we tried to implement the choose-dividing-polygon algorithm presented in:
- http://www.devmaster.net/articles/bsp-trees/
We also had to test our BSP tree implementation, for this we used the guide presented in:
- http://www.aula.au.dk/courses/CGDF07/document/BSP-test.html?cidReq=CGDF07
Another issue we still have is that textures aren't drawn fro BSP nodes (even if we use VisitGeometryNode(...) inside VisitBSPNode). We will ask for help tomorrow at the workshop.
Tuesday, October 2, 2007
Week 4 - QuadNode and frustum
One of the assignments for this week, was to implement the quadnodes. We had alot of problems with this, and at this point (late tuesday evening) it still doesn't work completely. As far as our testing goes, the splitting of the faces works fine, but at the moment we get af segmentation fault in the VisitSubNodes() method. I'm not sure why, and I have been staring at it for 2 hours now.
The splitting of the faces, is done according to the guide on the webpage, and should be ok.
We have implemented the frustum, and it seems to work, as far as we can test it. When we use debugging function, it looks ok, according to some of the other groups we've talked to.
Because of the seg. fault we are not able to display pictures at this time. If we do not get it to work during the night, this phase has to be regarded as a failure.
I have nothing positive to say right now.
The splitting of the faces, is done according to the guide on the webpage, and should be ok.
We have implemented the frustum, and it seems to work, as far as we can test it. When we use debugging function, it looks ok, according to some of the other groups we've talked to.
Because of the seg. fault we are not able to display pictures at this time. If we do not get it to work during the night, this phase has to be regarded as a failure.
I have nothing positive to say right now.
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