[ODE] Triangle Meshes

Bram Stolk b.stolk at gmail.com
Mon Sep 10 09:24:26 MST 2007


Jon Watte regularly warns against contact points that are close together,
and recommends filtering them.
So small triangles are probably ok, but you may want to avoid the close
contacts.

  Bram


On 9/10/07, Flavien Brebion <f.brebion at vrcontext.com> wrote:
>
> 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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>



-- 
Zapp: Captain's log, stardate...er..
Kif: Ohhh. April 13th.
Zapp: April 13th. Point 2.
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