[ODE] Trimesh-Trimesh colision
arturapps
arturapps at gmail.com
Mon Dec 11 11:44:30 MST 2006
Hi People:
In my game I´m using ODE just for colision Detection . The game doesn´t have
real time Fhysics requirements.
Well... I generate trimesh data ( vertex list and indexes ) from the same
models I use for 3D rendering. I think the colision models are correct
because the models render correctly. and the trimesh creation methods are
quite simple at all.
The problem is : As my spacechip ( a trimesh ) gets close than a
spaceStation ( other trimesh ) the near callback function is called . Ok
but ... even if my spaceship touches my space station , the dCollide
always returns 0 as the number of contact points. ( MAX_CONTACTS is defined
10 ).
I ´ve tryed everything I saw on the Forum , by people who had similar
problems: I inverted normals , inverted triangle order and so on ....
Can someone help me please ?
Thank you !!!!
--
View this message in context: http://www.nabble.com/Trimesh-Trimesh-colision-tf2795923.html#a7800544
Sent from the ODE mailing list archive at Nabble.com.
More information about the ODE
mailing list