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Objects with origins extremely near each other currently result in the BoundingSphereOctree we use for raycasting optimization becoming excessively deep. We should implement a minimum leaf size below which no further subdivision happens. This would likely improve performance in many cases, and may avoid some possible issues that could crop up as the node size approaches epsilon.
The text was updated successfully, but these errors were encountered:
Fixes issue #42. Bounding spheres with centers extremely close together
would result in very deep trees, hurting search performance, and also
apparently causing invalid tree states due to floating point precision
quirks (though I couldn't identify how exactly.) This change rounds all
bounding sphere positions to a fixed precision which is then used
throughout for determining leaf coincidence.
Objects with origins extremely near each other currently result in the BoundingSphereOctree we use for raycasting optimization becoming excessively deep. We should implement a minimum leaf size below which no further subdivision happens. This would likely improve performance in many cases, and may avoid some possible issues that could crop up as the node size approaches epsilon.
The text was updated successfully, but these errors were encountered: