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Problems with NURBS entity


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I've encountered some problem with displaying NURBS func_splinemover. Spline is moved from the origin, although in game it works fine, I mean the bird does the same route, as before the issue appeared, so the engine sees it properly.

 

on the first pic you can see that seagull and func_splinemover's origin are at the same spot, but the spline is offset. First (and last) vertex should be where the origin is.

 

NURBS_startingpoint.jpg

 

 

 

 

 

And another aspect of this issue - when I drag vertices, they move twice as much as a mouse pointer. See pic. 2 and 3:

 

 

NURBS_LMBclick.jpg

 

NURBS_drag.jpg

 

 

 

 

 

I don't know whether it's relevant or not but spline's origin coordinates have fraction numbers (1736.68 369.855 1056.89).

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First: the spline appears offset in DR because you removed the "model" spawnarg to get rid of the black box.

 

The control points moving 2x as far as the mouse is a bug, but just a nuisance bug.

 

It's alright for the spline info vectors to use fractions. Some of mine even end up with scientific notation (E.G. 1.6543648e23. The math to calculate vectors is so lightning-fast that it's not worth the time trying to normalize or simplify the coordinates.

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First: the spline appears offset in DR because you removed the "model" spawnarg to get rid of the black box.

I don't understand what's the relation between "model" spawnarg and spline's offset...

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The math to calculate vectors is so lightning-fast that it's not worth the time trying to normalize or simplify the coordinates.

Besides which, the FPU doesn't return values any faster if they're simpler - it takes a fixed number of cycles regardless of the values involved. :) Weird floating-point values can contribute to rounding errors in some circumstances, but in general these can be ignored unless they cause obvious issues.

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