tiagomelobr
18-04-2008 23:15:43
Hi all,
My first post here.
I have been unable to find the right size for bounding boxes. I have in my game simple crates only.
The crates are all 1x1x1 size. There is a bigger box, that i´m using as floor. The bounding boxes of the crates "seems" correct. But it isn´t. When i´ve debug them i see that the bounding boxes are a 'little' bigger. The problem is the bounding box for the larger box, that is visible larger than the correct.
When using node->showBoundingBoxes(true) i´ve discovered that the bounding boxes are a little larger.
I´ve used the getMeshManager()->setBoundsPaddingFactor(0.0);. This way the bounding boxes in Ogre looks all correct, but in NxOgre all the objects seems to enter a little bit in others. (The collision is correct only on the real floor (y=0)).
There a standard way of using this? I have in my game crates from 1x1x1 to 10x10x10.
Sorry if this is duplicated.
Regards,
Tiago Melo
http://www.lumentech.cc
My first post here.
I have been unable to find the right size for bounding boxes. I have in my game simple crates only.
The crates are all 1x1x1 size. There is a bigger box, that i´m using as floor. The bounding boxes of the crates "seems" correct. But it isn´t. When i´ve debug them i see that the bounding boxes are a 'little' bigger. The problem is the bounding box for the larger box, that is visible larger than the correct.
When using node->showBoundingBoxes(true) i´ve discovered that the bounding boxes are a little larger.
I´ve used the getMeshManager()->setBoundsPaddingFactor(0.0);. This way the bounding boxes in Ogre looks all correct, but in NxOgre all the objects seems to enter a little bit in others. (The collision is correct only on the real floor (y=0)).
There a standard way of using this? I have in my game crates from 1x1x1 to 10x10x10.
Sorry if this is duplicated.
Regards,
Tiago Melo
http://www.lumentech.cc