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articles/remote-rendering/resources/troubleshoot.md

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In many cases, the model is displayed correctly but located outside the camera frustum. A common reason is that the model has been exported with a far off-center pivot so it is clipped by the camera's far clipping plane. It helps to query the model's bounding box programmatically and visualize the box with Unity as a line box or print its values to the debug log.
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Furthermore the conversion process generates an [output json file](../how-tos/conversion/get-information.md) alongside with the converted model. To debug model positioning issues, it is worth looking at the `boundingBox` entry in the [outputStatistics section](../how-tos/conversion/get-information.md#the-output-statistics-section):
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Furthermore the conversion process generates an [output json file](../how-tos/conversion/get-information.md) alongside with the converted model. To debug model positioning issues, it is worth looking at the `boundingBox` entry in the [outputStatistics section](../how-tos/conversion/get-information.md#the-outputstatistics-section):
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```JSON
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{
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}
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```
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The bounding box is described as `min` and `max` position in 3D space, using meter units. So a coordinate of 1000.0 means it is 1 km away from the origin.
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The bounding box is described as `min` and `max` position in 3D space, in meters. So a coordinate of 1000.0 means it is 1 kilometer away from the origin.
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There can be two problems with this bounding box that lead to invisible geometry:
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* **The box can be far off-center**, so the object is clipped altogether due to far plane clipping. The `boundingBox` values in this case would look like this: `min = [-2000, -5,-5], max = [-1990, 5,5]`, using a large offset on the x-axis as an example here. To resolve this type of issue, enable the `recenterToOrigin` option in the [model conversion configuration](../how-tos/conversion/configure-model-conversion.md).
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* **The box can be centered but be orders of magnitude too large**. That means that albeit the camera starts in the center of the model, its geometry is clipped in all directions. Typical `boundingBox` values in this case would look like this: `min = [-1000,-1000,-1000], max = [1000,1000,1000]`. The reason for this type of issue is usually a unit scale mismatch. To compensate, specify a [scaling value during conversion](../how-tos/conversion/configure-model-conversion.md#geometry-parameters) or markup the source model with correct units. Scaling can also be applied to the root node when loading the model at runtime.
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* **The box can be centered but be orders of magnitude too large**. That means that albeit the camera starts in the center of the model, its geometry is clipped in all directions. Typical `boundingBox` values in this case would look like this: `min = [-1000,-1000,-1000], max = [1000,1000,1000]`. The reason for this type of issue is usually a unit scale mismatch. To compensate, specify a [scaling value during conversion](../how-tos/conversion/configure-model-conversion.md#geometry-parameters) or mark up the source model with the correct units. Scaling can also be applied to the root node when loading the model at runtime.
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**The Unity render pipeline doesn't include the render hooks:**
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