[SOLVED] Collision isn't right..

s0lidnuts

11-07-2007 06:46:22

I'll let the answer here for those who may have the same problem
use NxOgre::TriangleMeshShape instead of NxOgre::ConvexShape

Screenshot from the debugger.. (the model is set up as convex)

Screenshot from max

betajaen

11-07-2007 10:20:39

I think your not understanding what a convex shape actually is. You really want a TriangleMeshShape or use a compound of shapes.

s0lidnuts

11-07-2007 16:47:09

Yep.. but with the **** OgreNewt, most of the things worked with convex, and I heard TriangleMesh is way heavier (at least for OgreNewt)..
Anyway, it's solved and I'm happy ^^ the PhysX remote debugger simply rocks!

betajaen

11-07-2007 16:56:15

Perhaps with OgreNewt or or the Newton physics engine itself, it broke the mesh down into separate convex shapes for you.

s0lidnuts

11-07-2007 17:04:18

Probably, but now I remember that once I had a problem like this with Newton too.. I even posted a thread on OgreNewt forum..
and.. I shouldn't blame OgreNewt as it's not the wrapper's fault but the real lib xD
Anyway, I'm very happy with NxOgre.. so powerful and soooo easy
Thanks ;D