Developer
Nov 26, 2012 at 6:13 AM
Edited Nov 26, 2012 at 7:17 AM
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Have no fear the user is here.
First of all: Wow. I never tested the algorithm with a texture this big. It's 5161x6987. When Farseer 2 was the latest version, everyone would have told you to split up your texture, because the collision detection algorithm would have problems and your
game would render 15 frames per hour at max or objects would fall through walls. AFAIR. It's different now with the triangulation algorithm in the engine, etc.
If you need a fix right away, try less detail with higher HullTolerance. It will generate less detailed results but will also (hopefully) move away from the location where the algorithm falls into the infinite loop. Set it to a value over 1.5f (max is 4f).
You can also try to split your texture into smaller ones.
If it doesn't help, then please post the exact pixel position in the texture. Maybe I'll see the error immediately or can at least tell you how to edit your texture.
I currently have very little spare time: In ten days I'll become 30 years old and I've set this as my Now-Or-Never-Deadline. I have bet on it :). ... my small game is at about 85%.
That means: You'll have to wait about two weeks. Then I can take a look at the algorithm to optimize the performance or fix bugs. I'm sorry. It's really bugging me, but I have to focus or else I'll fail with my other plans -.- ...
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