[ODE] TriMesh ok with one index,
another ordering for index makescollisions unstable
jmiles at pop.net
Sun Feb 8 09:13:26 MST 2004
Right. TriMesh triangle vertices need to be defined in counterclockwise
order relative to the side you want to appear "solid."
The triangles *themselves* can be defined in any order, but the same is not
true of the index triplets for individual triangles.
> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of Bob
> Sent: Saturday, February 07, 2004 11:00 PM
> To: ode at q12.org
> Subject: Re: [ODE] TriMesh ok with one index, another ordering for index
> makescollisions unstable
> I think the order of the vertices(clockwise or counter-clockwise) that
> make up a triangle does have an effect on the TriMesh collisions. My
> experience was that the collision takes the normal of the triangle into
> account - similar to the way OpenGL calculates one-sided lighting.
> I think the "explode" you are seeing is when the body collides and hits
> an inward pointing normal, then the collision adds to the penetration
> I will post more if I learn more......
> Jani Laakso wrote:
> > I was under impression that TriMesh "soup" does not require any
> > special ordering (like GL strips,fans), is this so?
More information about the ODE