[ODE] Box v. Trimesh, Fishy or Insane?
Flavien Brebion
f.brebion at vrcontext.com
Thu Aug 21 18:50:02 2003
Just a small reply to say that i have seen the same behavior in
my racing game, with my cars colliding with the terrain (in ODE
terms, translated to an OBB/tri-mesh test). I'm not sure if it's
a collision problem (could it be caused by the recent contact
bug that was fixed?), or a response problem? In any case i'd love
to know what's going on, why, and how to get it fixed.
I also sometimes gets some crashes in ODE, with a "full stack"
error. The timestep is non-null and everything seems to be working
during many minutes, but rarely it crashes and i have no idea why.
However when it happens, invariably it was when one of my OBBs was
stuck into a tri-mesh. Maybe both problems are linked. Did anybody
notice such behavior or should i more likely be looking for a bug
in my code?
F. Brebion
-----Original Message-----
From: ode-admin@q12.org [mailto:ode-admin@q12.org]On Behalf Of Panayoti
Sent: jeudi 21 aout 2003 23:40
To: ode@q12.org
Subject: [ODE] Box v. Trimesh, Fishy or Insane?
Is it me or is the box v. trimesh results sometimes a little fishy?
I ran the moving trimesh test, and I notice that the sphere v. trimesh
is rock-solid, but when I start throwing boxes in there they start to
float, get stuck in the bunny and all kinds of weird things. Have I done
something wrong or is this currently a "problem"?
Thanks for the reply,
Panayoti
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