baronvonarrow
19-08-2006 19:54:46
I'm currently working on implementing raycast vehicles with a PLSM landscape. I've used the built in Newton vehicle joints, but they are just too slow and the extra physical realism is butting heads with "fun" physical gameplay.
Anyway, I'm having an issue with OgreNewt raycasting and the PLSM integration. The rigid bodies interact with the terrain correctly, but OgreNewt raycasts don't intersect with the terrain at all. They intersect fine with the vehicle chassis and other physical objects (a large plane, for example). I'm using the wiki's setup for creating a tree collision from each paged landscape tile. Does anyone know why the raycasts might not be intersecting with the terrain, when the rigid bodies seem to be interacting with them correctly?
Note that this is not a world size issue, like most other problems!
Edit: Also, the Ogre ray scene queries work correctly, just not OgreNewt's.
Anyway, I'm having an issue with OgreNewt raycasting and the PLSM integration. The rigid bodies interact with the terrain correctly, but OgreNewt raycasts don't intersect with the terrain at all. They intersect fine with the vehicle chassis and other physical objects (a large plane, for example). I'm using the wiki's setup for creating a tree collision from each paged landscape tile. Does anyone know why the raycasts might not be intersecting with the terrain, when the rigid bodies seem to be interacting with them correctly?
Note that this is not a world size issue, like most other problems!
Edit: Also, the Ogre ray scene queries work correctly, just not OgreNewt's.