[ODE] Trimesh problems
Jon Watte (ODE)
hplus-ode at mindcontrol.org
Mon Jan 9 13:12:30 MST 2006
A CFM of 1e-8 is pretty darn small for a floating-point value. You can
only represent about 1e-5 for something that's scaled at "1" with
floats. I'd try setting CFM to 1e-3 and see how that goes.
Also, ODE isn't perfect. For resting bodies, you really want to turn on
auto-disable, else they may jitter forever, and the jitter could
potentially cause energy additions to the system.
The size of the triangles is interesting, though -- might there be some
force that's scaled by a side length, or un-normalized cross product, or
something?
Cheers,
/ h+
Anders Olofsson wrote:
> Hi!,
>
> In my litte test I have this:
> dWorldSetCFM (world,1e-8f);
> The ERP I dont change, probably some default value.
>
> Only got 2 triangles in the test, they dont look degenerated! :) (check
> wireframe)
>
> True, its single precision, but the spheres that are jumping in the movie
> is dropped at origin. In the test too. But I'll check this (switching to
> doubles).
>
> Thanks for your help!
>
> --Anders Olofsson
>
> At 20:00 2006-01-09, you wrote:
>
>>A few things come to my mind:
>>1. What are the global ERP / CFM parameters set to ? Did you try to
>>tweak them too ?
>>2. Make sure you're filtering out degenerated triangles in your
>>trimeshes, because ODE isn't doing it, and last time it caused some
>>severe bugs in my application.
>>3. My bet: in your video, you seem to have a pretty huge terrain. What
>>scale units are you using ? Are the spheres dropped very far from the
>>origin by any chance ? If so, i do think it's a float 32 precision
>>problem, and you might verify this easily by switching ODE to double mode.
>>
>>Cheers,
>>
>>F. Brebion
>>
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