Seraph
16-05-2006 12:33:41
hi all
I successfully integrate OgreNewt with PLSM2 , but there's a problem....
I have to call setWorldSize to fit the whole terrain size. but , you know , PLSM2 terrain can be quite large? so I want to manage the object-terrain collision by region or partitions. after looking into the OgreNewt API doc, it seems the World has no way to set its "origin"? so , I can't have multiple instance of isolated collision world , and make the collision world active only if the player is stepped into the world's region. I think this can save quite a bit computation time . can anybody give me some hints?
I successfully integrate OgreNewt with PLSM2 , but there's a problem....
I have to call setWorldSize to fit the whole terrain size. but , you know , PLSM2 terrain can be quite large? so I want to manage the object-terrain collision by region or partitions. after looking into the OgreNewt API doc, it seems the World has no way to set its "origin"? so , I can't have multiple instance of isolated collision world , and make the collision world active only if the player is stepped into the world's region. I think this can save quite a bit computation time . can anybody give me some hints?