Issue with btOptimizedBvh serialize/deserialize.
Posted: Wed Sep 10, 2008 9:15 pm
The functions work just fine, that's not the issue.
The issue is that serializing a particular bvh from one run to the next does not produce identical output.
There are pointers in the serialized data that change from one run to the next. These pointers are not used during deserialization, and, in fact, are redone/fixed-up by the deserialize code.
This is causing me problems because our game is an online streaming game and when we re-export a zone every chunk is coming up as changed even if only one actually changed. And it's all because of the bvh serialize leaving those pointers in there.
Is there something I am missing? Or can I make a patch to fix this and submit it to the google issue tracker?
The issue is that serializing a particular bvh from one run to the next does not produce identical output.
There are pointers in the serialized data that change from one run to the next. These pointers are not used during deserialization, and, in fact, are redone/fixed-up by the deserialize code.
This is causing me problems because our game is an online streaming game and when we re-export a zone every chunk is coming up as changed even if only one actually changed. And it's all because of the bvh serialize leaving those pointers in there.
Is there something I am missing? Or can I make a patch to fix this and submit it to the google issue tracker?