[ODE] vanishing objects and clearing all objects
Thomas Grimes
striiideerr at hotmail.com
Tue Aug 5 10:55:02 2003
No I'm using OpenGL. I'm using my own framework for setting up an OpenGL
window but that shouldn't matter I wouldn't think.
I just tried adjusting the mass with dMassAdjust and that didn't seem to
help. I set it to 20, then 100 and they will still disappear when three or
more are laying on each other.
>From: "DjArcas" <djarcas@hotmail.com>
>To: "Thomas Grimes" <striiideerr@hotmail.com>,<ode@q12.org>
>Subject: Re: [ODE] vanishing objects and clearing all objects
>Date: Tue, 5 Aug 2003 11:16:40 +0100
>
>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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