[ODE] PosR - a better way?
Jon Watte
hplus-ode at mindcontrol.org
Thu Nov 11 18:33:58 MST 2004
Are your artists actually OK with using scaled meshes?
Around here, the goal is a fairly uniform density in
tesselation, so a bigger object gets more triangles (both
for graphics and for rendering). I guess different cases
have different needs, though.
Cheers,
/ h+
-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of Tim
Rightnour
Sent: Thursday, November 11, 2004 5:28 PM
To: ode-list
Subject: RE: [ODE] PosR - a better way?
On 11-Nov-2004 Jon Watte wrote:
>> 3) It would be really nice to be able to scale an object in a geom
>> transform.
>
> With scaling, precision issues get nastier, and translating all the
> appropriate angular momentums and impulses gets more exciting,
> especially when they go into the actual LCP solver. Not impossible,
> I think, but certainly harder.
True. I don't mind duplicating boxes and spheres. That doesn't bother me.
What does bother me, is duplicating a big nasty triangle mesh, just because one
is twice as big as the other.
---
Tim Rightnour <root at garbled.net>
NetBSD: Free multi-architecture OS http://www.netbsd.org/
NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi
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