TreeCollision primitive : problem with several submeshes

P2

20-04-2006 13:34:45

Is it a know problem, to have the TreeCollision primitive build failing when using a mesh with several submeshes ?

Maybe it comes from few of my submeshes use the shared vertex buffer, others their own buffer ? The result is a collision primitive with some holes in it and overlapping polygons. If I export again my mesh after having merged all surfaces in an unique one, so an unique submesh, it works.

Does someone has a piece of code for building TreeCollision primitive with different face attributes ? I was thinking about making a one-one relation between submesh and face attribute, so with naming conventions I could have different reactions on my ground.