[ODE] Triangle Meshes
Flavien Brebion
f.brebion at vrcontext.com
Mon Sep 10 09:12:33 MST 2007
Jeremy wrote:
> I compiled ode with both and the behavior was pretty
> much the same for either. Basically my trimesh is a
> topologically detailed rounded die (your usualy 6
> sided die). There are regions in the mesh that have
> closely located vertices. Could there be issues in
> precision with closely grouped vertices so as to crash
> the demo app?
>
One thing you could check are degenerated triangles; at many places in
the code, a division is made by the area of a triangle. If the triangle
is degenerated, it generates a division-by-zero error which creates an
avalanche of problems. Just an idea.
F. Brebion
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