[ODE] Terrain colliders and/or Trimesh/OPCODE
Bob Cober
AzCoder at cox.net
Sun Feb 8 11:15:21 MST 2004
Is BCB Borlands compiler? Sorry, but I don't know anything about that.
I have the same issue with the Terrain Collider though. My "heightmap"
simply stores the actual x,y,z points, so y is upwards for me too. I
haven't been able to find the other terrain collider, and I have
searched most of the archives. BTW - the link to the full raw ODE
mailing list archive is broken.
I have pondered trying to write my own dHeightMap collision object, but
I am a newbie to ODE and still at the "grok the collision code" stage.
Let me know if you find the other one
Sorry I wasn't more help
Bob
Amund Børsand wrote:
>As I'm unable to compile Opcode with my BCB 6.0 (still would appreciate
>help achieving that, or maybe precompiled object files from msvc, if
>they are compatible with BCB (which they probably are not)), and
>therefore I'm trying my luck with the terrain colliders. I see one in
>the contrib folder, dTerrain.cpp, havent' tested it yet but can it be
>enclosed in a dGeomTransform to be rotated so that Y is upwards? Because
>that's the way I have everything else set up now.. not sure I want to
>change it (and I really need poly terrain as well, not really heightmaps...)
>
>Also, there was another terrain collider in here somewhere, right? How
>is that one in comparison, and does anyone have a link from where it
>could be downloaded?
>
>Thanks in advance.
>
>
>
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