[ODE] Rules for ODE trimeshes
Duncan Frostick
duncanf at f2s.com
Tue Oct 5 17:02:54 MST 2004
Hi all,
I've been trying to work with trimeshes in ODE (mostly unsuccessfully
unfortunately) for a while now, and while at first I thought my code was
wrong, after several rewrites and rethinks I'm not seeing why my code
might still be wrong, so I have to start exploring the possibility that
it might be something wrong/unimplemented with ODE.
It seems that simple meshes - that is contiguous ones like boxes and
small meshes up to around 28 vertices - are fine and
dGeomTriMeshDataBuildSimple can generate trimesh data for them, but as
soon as I feed it something like a teapot, or a non-contiguous mesh like
some 3d text I get an access violation in opc_meshinterface.h line 135
or 136 with the teapot - I have no idea why this is. The algorithms that
give ODE the information are identical for both simple meshes and the
more complex meshes, they're simply acting as a go-between between
DirectX D3DCreate[Text, Box or Teapot] functions and ODE. The directx
meshes are just plain meshes, not strips or fans or anything like that,
and as far as I can see in my debugger, all the data is being copied
between the DirectX ID3DXMesh struct and the dVector3 and int arrays
just fine.
So, are there any rules for ODE trimeshes? What properties must they
have/not have? And if there's anyone that's used reasonably complex
meshes with ODE before, did you hit any problems like this?
Cheers, Duncan
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