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memononen avatar memononen commented on May 6, 2024

Tile cache schedules to work over multiple frames, you should call update on each frame.

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TheSHEEEP avatar TheSHEEEP commented on May 6, 2024

I do. I call update directly after the creation and additionally, each frame.

I know that it is scheduled, but isn't that just to work a maximum of X changes per frame? In my case, I really only create a single obstacle.
I do see that the request is processed and the process is updated.

Also, I pass 0.0 as the passed time, as the parameter is ignored in dtTileCache::update() anyway. My guess is that the parameter is there if someone desires to defer the handling base don time instead of frames.

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memononen avatar memononen commented on May 6, 2024

It can be that there is always at least one frame of lag.

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TheSHEEEP avatar TheSHEEEP commented on May 6, 2024

Ah, okay, so I should only redraw after some updates.
I did that (brute force for the moment, just calling update 10x after a change, then redraw).

Still, no holes show up.

To illustrate the problem, I took a screenshot of it.
To the left you can see a tree that did create a hole (by placing a cylinder in its place on the navmesh and rebuilding the tile afterwards). To the right is the temp obstacle cylinder which did not create a hole.

example

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TheSHEEEP avatar TheSHEEEP commented on May 6, 2024

After some more time and a nice hint from an Ogre user, I figured out the problem lies in the representation.
For some reason, temporary obstacles in OgreCrowd do not modify the representation of the navmesh. Instead, just the cylinder is shown.

Here is the proof that it actually does work.
http://www.ogre3d.org/forums/viewtopic.php?f=11&t=69781&p=506507#p506507

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