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Posted

I have a large terrain and a large number of barrels (about 1000).

 

If i load them with one parent pivot, in debug mode i can see that all models haven't their bboxes, but there is one bbox in the middle of them.

This cause disappearance of all barrels in one moment, when i move far from center, idk if its because of camera frustum or distance culling (but i just wanted to use parent pivot for moving all barrels)

 

If i load barrels without parenting, i can see bbox for each barrel and they all dont disappear at once.

 

 

1) Why parenting pivot creates compound bbox in the middle?

2) How can i control that barrels in the most efficient way (i may want move or remove them)?

Working on LeaFAQ :)

Posted

Well, i load them with

 

TEntity b = LoadModel("abstract::oildrum.gmf");

EntityParent(b, args->pivot);

 

and all models, that are attached to parent, have one bbox for all.

Working on LeaFAQ :)

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