[ODE] Terrain: collision test culling
John Miles
jmiles at pop.net
Wed Aug 11 17:18:30 MST 2004
This works pretty well until you start talking hundreds of Ks of tris.
Then, the allocation time starts to get out of hand.
dTerrainY/Z works pretty well at this point, actually, without this
drawback.
-- jm
> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of
> james at 6msoft.com
> Sent: Wednesday, August 11, 2004 1:58 PM
> To: ode at q12.org
> Subject: [ODE] Terrain: collision test culling
>
>
> >> Currently, all I am doing is inserting 'chunks' of terrain as trimesh
> geoms into a space.
>
> Send your terrain in as a single triangle mesh if you can (or as few as
> possible) and let OPCODE do the rest. You will get much better
> performance.
>
> -James
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