[ODE] Quake3 BSP / Trimesh problems
Paul Hunkin
bieh.nz at gmail.com
Fri Sep 10 19:39:13 MST 2004
"ODE only supports triangle meshes. Are you sure your m_pFaces[i].numOfVerts
is always 3 ?"
...
I never thought of that.
OK, I just checked, and in the level in the screenshots, there's 2591
faces that don't have 3 (or 6,9,etc) vertices (and 11810 that do). So,
the faces that don't have the right number of faces are causing the
problem, right?
IRT the RenderPhysicsGeom function - you're probably right there, I
just put that in as a very quick hack very late at night, so I'd be
much more suprised if it was right than if it wasn't :)
OK, I'll have a look later today at what I can do about the faces with
more than one vertice. Thanks for the help :)
-paul
On Fri, 10 Sep 2004 15:51:08 +0200, Flavien Brebion
<f.brebion at vrcontext.com> wrote:
> ODE only supports triangle meshes. Are you sure your m_pFaces[i].numOfVerts
> is always 3 ?
>
> Why are you decreasing the number of indices by 1 after the vertex/index
> construction loop ?
>
> Your RenderPhysicsGeom function looks suspicious too. If you have two
> triangles: ABC DEF, it's going to draw lines AB, BC, CD, DE, EF. The line
> CD should obviously not exist. The lines AC and DF are missing. But maybe
> it's me, i'm falling asleep. Good luck anyway,
>
> F. Brebion
>
>
>
>
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