[ODE] static objects
hplus-ode at mindcontrol.org
Tue Feb 22 13:54:09 MST 2005
Make sure that you set the collider bits so that static geoms
don't collide with other static geoms.
Set the "bits" mask to 1, and the "collides_with" mask to ~1,
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of THD
Sent: Tuesday, February 22, 2005 1:07 PM
To: ODE mailinglist
Subject: Re: [ODE] static objects
thanks for helping,
I have all my stuff, vehicles, geoms (houses/trees), trimesh in one
space. What I though was to use QuadTreeSpace and let ODE handle
everything, but it doesn't seem to work that well...
If you mean building ODE, I use the DLL from the
release-single-trimesh build. I build my project in debug, but that
shouldn't affect ode (right?).
I'm building on a P4-machine (1,7ghz, 768mb ram, WinXP), the
profiler is a bit inconclusive, my friend is working on it, we've gotta
have to learn it better...
----- Original Message -----
From: "Jon Watte" <hplus-ode at mindcontrol.org>
Date: Tue, 22 Feb 2005 09:33:32 -0800
> Are you building in debug or release mode? On what kind of machine?
> What kind of space are you using? (HashSpace is pretty good) What
> does the profiler tell you? (Vtune on Intel CPUs, AMD Code Analyst
> on AMD CPUs)
> / h+
> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of THD
> Sent: Sunday, February 20, 2005 2:11 PM
> To: ode at q12.org
> Subject: Re: [ODE] static objects
> ah, yes, I found it in the documentation as well, gotta learn to look
> harder next time :P
> But still my framerate gets low when I add lots of objects. I
> check if the geom got a bodyId of 0 in my callback to speed up things,
> but when I add like 100 geoms, my framerate goes down to 2 fps. Any clue
> how to speed things up?
> ----- Original Message -----
> From: Arturo Colorado Garín <acolorado at telefonica.net>
> Date: Sun, 20 Feb 2005 17:30:02 +0100
> > > But how do I position and rotate geoms? Seems I must associate a body
> > > with them to do that, then they will be affected by gravity and collide
> > > with my big trimesh.
> > No, you have to associate the geoms to the bodyID = 0 with
> > dSetGeomBody(dGeomID, 0). That is, no body associated to the geoms. To
> > position and rotate geoms use the geom functions dGeomSetPosition() and
> > dGeomSetRotation() / dGeomSetQuaternion().
> > Cheers,
> > --Arturo Colorado
> > _______________________________________________
> > ODE mailing list
> > ODE at q12.org
> > http://q12.org/mailman/listinfo/ode
> ODE mailing list
> ODE at q12.org
ODE mailing list
ODE at q12.org
More information about the ODE