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Author Topic:   Boxes in Strpix
hteS
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Posts: 534
From: Stockholm, Sweden
Registered: Aug 2001

posted 01-20-2002 11:55 AM     Click Here to See the Profile for hteS   Click Here to Email hteS     Edit/Delete Message   Reply w/Quote
I know what the collision box is for, but what's the visibility box for?

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ganon93@hotmail.com

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aktrekker
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Posts: 933
From:WA, USA
Registered: Apr 2001

posted 01-20-2002 03:00 PM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
Does anybody know if both are even used?
I would suspect that the visibility box includes every part of he object that you can see.
The collision box would only be the solid part that blocks Lara.
The difference? Light beams are visible, but you don't collide with them. Lightbulbs that block you, but give a glow you can walk thru. Things like that.

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hteS
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Posts: 534
From: Stockholm, Sweden
Registered: Aug 2001

posted 01-21-2002 05:59 AM     Click Here to See the Profile for hteS   Click Here to Email hteS     Edit/Delete Message   Reply w/Quote
Well, to have a light bulb with a glow where Lara walks through the glow but not the bulb, the "Visibility Box" is not used. It's only to make the "Collision Box" smaller so it fits only in the bulb.

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ganon93@hotmail.com

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aktrekker
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Posts: 933
From:WA, USA
Registered: Apr 2001

posted 01-21-2002 10:43 AM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
But without something to show that part of the object is visible even though it doesn't block you, you need an extra bounding box. Otherwise, the part that isn't inside the collision bounding box won't be detected when determining visibility. You can get dropout, where part of the object should be visible, but the engine can't tell, so the object suddenly blinks out of existence. Come to think of it, we do get that sometimes, don't we?

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