[ODE] Sliding over a trimesh
Colin Bonstead
colin at cyan.com
Mon Sep 20 09:54:34 MST 2004
So did you actually add support for the edge/vert culling to the box
code? My patch will only help with CCylinders until support is added
for the other types. I can say that for our game this culling made a
big difference. If you can switch your shape from a box to a sphere or
CCylinder I'll bet it would work a lot better though. Dragging a box
over trimesh terrain is just asking for it to catch and flip.
-----Original Message-----
From: Will Thimbleby <will at thimbleby.net>
Sent: Fri, 17 Sep 2004 16:38:48 +0100
To: <ode at q12.org>
Subject: RE: [ODE] Sliding over a trimesh
Thanks,
It seems like a good idea, but it didn't stop my box getting snagged on
the trimesh. I just commented out all the code in the collision files
to do with these collisions as a test.
Has anyone got any ideas as to how I can slide objects over a trimesh
without them getting caught on it? Have other people solved this, or am
I doing something wrong?
-Will
On 16 Sep 2004, at 8:00 pm, Simon Barratt wrote:
> Colin Bonstead already posted some code which implements a system
> similar to the one discussed in GPG4 as well as modifications to one
of
> the colliders to support the 'inactive edge' data.
>
> http://q12.org/pipermail/ode/2004-June/013183.html was the email with
> the cvs patch http://open.cyanworlds.com/ode_tri_pre.patch
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