yan007
23-04-2006 23:16:18
everything works except for one problem, my collision object isnt big enough, it stops at a certain point
walaber
24-04-2006 02:45:23
hmm... do you have optimization turned on for the TreeCollision?
yan007
24-04-2006 15:39:06
optimization is false,
but for a strange reasen today its fine, and i didnt change anything ..
is it important to set optimization true ??
walaber
24-04-2006 21:01:57
no, I have had mor luck with false...
misterface
25-04-2006 10:52:34
having the same problem since I updated Ogre/OgreNew/Newton
TreeCol doesn't work anymore!!

:(
newton: 1.52
ogre: 1.2.0RC2 SDK for Visual C++ .Net 2005 (8.0)
ogrenew:
http://walaber.com/misc/OgreNewt.rar
abhinavxrai
25-04-2006 12:46:54
That is really weird. I had the same problem and I just turned optimizations false. It worked for me. Maybe try increasing your World Size.
yan007
25-04-2006 13:08:14
now the problem is there again, and i didnt change optimization (false) and the world size
sometimes it works sometimes it doesnt very strange, can someone give an explanation ???
misterface
25-04-2006 13:15:24
world size is not the cause of the problem!
walaber
25-04-2006 17:13:46
This weekend I will update my Ogre copy to RC12 and perform some tests to make sure everything at least works on my end.
misterface
25-04-2006 17:25:08
misterface
28-04-2006 17:58:58
did anybody find what the problem is?
heeeeelp
misterface
01-05-2006 16:46:56
again the same problem...
walaber
01-05-2006 17:44:17
please hold on for a bit, I have finally got the debugger working under Dagon, so I will be removing all of the Line3D stuff from OgreNewt in the next few days... that way we can eliminate any trouble related to the debugger...
misterface
01-05-2006 20:00:14
I found the cause, very strange!
in createscene() I load my mesh, I do treecol... :
The code
if (levID==9) {
beginPositieRolstoel = Ogre::Vector3(99.5*schaalfactor,300*schaalfactor,43*schaalfactor);
beginOrientatieRolstoel = beginOrientatieRolstoel*Ogre::Quaternion(Ogre::Degree(90), Ogre::Vector3::UNIT_Y);
Entity* level9Entity = mSceneMgr->createEntity("Level9", "level9.mesh");
SceneNode* level9SceneNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("Level9");
level9SceneNode->attachObject(level9Entity);
OgreNewt::Collision* level9Col = new OgreNewt::CollisionPrimitives::TreeCollision(m_World, level9SceneNode, optimalisatieTreeCollision);
OgreNewt::Body* level9Body = new OgreNewt::Body(m_World, level9Col);
delete level9Col;
level9Body->attachToNode(level9SceneNode);
//voor wrijving & botsingen
level9Body->setMaterialGroupID(matIDLevel);
}
but if I change the if statement with a method: f.e. loadLevel() - with the same code as above in it - and put loadLevel() in creatscene the collision problem occurs (only part of the mesh gets treecoll instead of the whole level) very very strange
so now I changed all the methods with if() {...}
not very nice coding but it works
the next problem is: well see my next post