jit.phys.world using drawto attribute freezes on fullscreen


    Jan 30 2014 | 4:52 am
    When I use jit.phys.world with the @drawto attribute instead of connecting it directly to jit.gl.render, the physics engine freezes when I go to fullscreen mode. Is this a bug or is there something I'm not understanding about the way the physics engine works?

    • Jan 30 2014 | 10:00 pm
      Turns out it was the latter. When using the @drawto attribute, the jit.phys.world needs to receive bangs to update in fullscreen. Incidentally, this allows updating the physics calculations independently of the frame rate.
    • Jan 31 2014 | 4:21 am
      OK, found some more strange behavior related to the @drawto attribute and fullscreen mode that I think may actually be bug. When I make the window fullscreen the jit.phys.world object looses its hardcoded @drawto value. If I send bangs to the jit.phys.world object, as mentioned above, the physics engine still runs but the gravity value seems to change as a result of the drawto value being reset. I can just send the drawto message again to jit.phys.world every time I go fullscreen as a workaround, so it's not a major problem. Nevertheless it seems strange that it doesn't just retain the value in the first place.
      Here's a basic patch that demonstrates the problem:
    • Feb 03 2014 | 8:36 pm
      hi paul.
      can you make sure you're using the latest version of max 6?
      i believe 6.1.6 includes a fix for this very issue.
    • Feb 03 2014 | 8:45 pm
      Yep that did it. Sorry I didn't think to check this before posting. Anyway, thanks for you response!