Point cloud disappears if origin outside camera frustum (AntiAbsoring)
Closed this issue · 1 comments
albrrt commented
Hi thanks for sharing your point cloud project, this is awesome.
I noticed the point cloud disappears if I move the camera very close or inside the point cloud - essentially when the origin of the point cloud is not in the camera frustum.
People who ran into similar issues recommended setting the mesh bounds to a higher value but you seem to do this already on line 126:
private void SetBound() { bounds = new Bounds(Vector3.zero, Vector3.one * 200); }
Do you know what else could be causing this issue?
I noticed this happens in the AntiAbsoring and Touchable scene but not in the single MeshView scene.
Thanks!
ahmaderfani12 commented
Hi Albrrt, glad you liked it.
A line of code was missing in those scenes.
Now it's resolved.
…On Tue, Apr 19, 2022 at 2:01 AM albrt ***@***.***> wrote:
Hi thanks for sharing your point cloud project, this is awesome.
I noticed the point cloud disappears if I move the camera very close or
inside the point cloud - essentially when the origin of the point cloud is
not in the camera frustum.
People who ran into similar issues
<https://answers.unity.com/questions/1710703/how-to-prevent-frustum-culling-when-using-a-vertex.html>
recommended setting the mesh bounds to a higher value but you seem to do
this already on line 126:
private void SetBound() { bounds = new Bounds(Vector3.zero, Vector3.one *
200); }
Do you know what else could be causing this issue?
I noticed this happens in the AntiAbsoring and Touchable scene but not in
the single MeshView scene.
Thanks!
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