[ODE] vanishing objects and clearing all objects

DjArcas djarcas at hotmail.com
Tue Aug 5 03:12:02 2003


Are you using Direct3d? That has a nasty habit of dropping the FPU accuracy
to half, causing NANs all over the place :)

----- Original Message ----- 
From: "Thomas Grimes" <striiideerr@hotmail.com>
To: <ode@q12.org>
Sent: Tuesday, August 05, 2003 4:07 AM
Subject: Re: [ODE] vanishing objects and clearing all objects


>
> Ahh crap you're right I didn't notice that. I can't believe I did that.
Well
> that solved the "ghost box" problem after I clear. Thank's for pointing
that
> out. I do believe I'm too tired to be coding right now. ;)
>
> Also I'd like state about the other problem about disappearing boxes that
it
> does this when three boxes touch each other. I can't seem to figure this
one
> out at all. But when three boxes touch each other and they all stop moving
> around and are at rest, they just vanish! Thanks.
>
>
>
> >From: Ed Jones <ed.jones@oracle.com>
> >To: Thomas Grimes <striiideerr@hotmail.com>
> >Subject: Re: [ODE] vanishing objects and clearing all objects
> >Date: Tue, 05 Aug 2003 12:52:49 +1000
> >
> >>t = next_obj = obj_num = 0;
> >
> >
> >You're only ever going to destroy the first object aren't you?
> >
> >Do you mean to put that outside the for loop?
> >
> >Cheers,
> >Ed.
> >
> >
> >Thomas Grimes wrote:
> >
> >>I have made a simple ODE demo that does the same thing as the box
dropping
> >>demo that comes with the ODE source. Well for some odd reason mine is
> >>having issues. For one, when I made my demo let me drop more than one
box
> >>at once I noticed that sometimes, not always, a small group of my boxes
> >>will just vanish! Now I have my program setup so that you can't drop
more
> >>than 10 boxes and if you try to it does nothing, it wont execute the
code
> >>that creates new boxes and such. What would cause some of the objects to
> >>just vanish?
> >>
> >>Also, I have an option that when I hit the 'c' key, all of the boxes get
> >>cleared so I can drop some more. Here is what that part looks like:
> >>
> >>if( KEYDOWN( buffer, DIK_C ) && !KEYDOWN( oldbuff, DIK_C ) )    // Clear
> >>the box (C key)
> >>{
> >>   for( int i = 0; i < obj_num; ++i )
> >>  {
> >>      dBodyDestroy( g_obj[i].body );
> >>      dGeomDestroy( g_obj[i].geom[0] );
> >>      memset( &g_obj[i], 0, sizeof( g_obj[i] ) );
> >>
> >>      t = next_obj = obj_num = 0;
> >>  }
> >>
> >>  dropped = false;
> >>}
> >>
> >>Ok after I do this all boxes are gone. But when I start dropping more
> >>boxes, it's like those old boxes still exist in the world and my new
ones
> >>will bounce or sit on the old but invisible boxes. Why would it be doing
> >>that? When I hit 'c' I want all box objects I created to be gone
> >>completely and not leave their "ghost" in the world. Thanks.
> >>
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