[ODE] Trimesh-sphere collision detection debugging

Jon Watte (ODE) hplus-ode at mindcontrol.org
Thu Mar 16 10:46:25 MST 2006

If you think of ODE coordinates as right-handed, then triangle winding 
should be CCW, IIRC. The cool thing with a math package like ODE is that 
it's not inherently hadned. I currently plug in DirectX meshes, winding, 
and coordinates, and treat what I get out as DirectX coordinates (all 
left-handed, CW, etc) and it works peachy. As long as you're consistent :-)


			/ h+

Jean-Sebastien Guay wrote:
> Hello Jon,
>>It may be, however, that you're
>>building trimeshes with reversed winding from what ODE expects, or that
>>you pass in the number of triangles when you should pass in the number
>>of indices?
> I'll check that out. Triangle winding should be OpenGL-style (Right-hand or CCW)
> for ODE right? (in other words, like the rest of the world, not like Microsoft
> :-)
> Thanks,
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay     jean-sebastien.guay at polymtl.ca
>                          http://whitestar02.webhop.org

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