[ODE] iterative solver: testing needed

mike polyakov mvp9 at cornell.edu
Thu Apr 10 15:36:58 2003


right on the first count (i assumed it started in normal mode, for some reason)
I see what you meant about the car spinning...  very impressive though
mike

At 04:58 PM 4/10/2003 -0500, you wrote:
> > Hi,
> >    are you still working on the iterative solver?
> > i've encountered some problems while playing with it:
> >
> > in CYGWIN env:
> > in test_crash(with the only change being uncommenting #define WALL) upon
> >  switching to fast mode it crashes immediately
>
>Are you sure you're switching into fast mode and not back into normal
>mode?  I know the wall crashes in normal mode in some environments,
>probably due to a stack overflow.  You can tell what mode you're in by the
>color of the ball in the sky... red is normal, green is fast.
>
> > in MSVC env:
> > joint behavior is very odd in general (a hinge joint seems to come apart
> >  like an unrestrained slider)
> > presense/use of amotorjoints causes this error:
> >
> > "TEXTURE! dJointGetAMotorMode + 560 bytes
> > TEXTURE! dInternalStepIslandFast(struct dxWorld *,struct dxBody * const
> > *,int,struct dxJoint * const *,int,double,int) + 741 bytes"
> >
> > ode was compiled in DEBUG mode (otherwise the card wouldn't appear)
>
>Haven't seen this one, I'll get back into windows (ugh) and test it there
>a bit before I post the next version.  The next version should be a good
>bit more stable, and even more memory efficient, but just a tiny bit
>slower.  I'll have the autoEnableDepth parameter set up (as a global
>variable), but I won't set up autoDisabling until I work out the bugs in
>the solver itself.  I'm aiming for another release either tonight or
>tomorrow night (if I can keep from mesmerizing myself.... how big a wall
>can I take out with one car :).
>
> > any thoughts?
> > mike
>
>
>
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