unclepauly
22-10-2006 12:31:26
i have finally solved an going problem with my project, where the car constantly becomes air-borne. it was not flying in the air or anything, but isAirBorne() was returning true all the time and the car was sliding left to right, as if it was hitting ice patches.
i eventually identified this as a problem with my terrain. if i use the simple_terrain.mesh with the ogrenewt demos, or the stunt playground track.mesh, the problem does not happen.
my terrain is exported from freeworld3d, so i am guessing i need another terrain modeller, even though i paid £20 for freeworld3d

. where did the stunt playground track.mesh come from ?
thanks!
walaber
22-10-2006 23:57:57
they were all made with Blender.
unclepauly
26-10-2006 10:22:19
regarding my actual problem, maybe you will know the answer -
i have opened up your track.mesh and my terrain.mesh in xml format, and noticed only one major difference between the two: the number of faces/vertices.
if i use track.mesh in my app without any scaling, it still renders fairly large, whereas if i use my terrain.mesh in my app, it is small. but even so, your track.mesh has much less faces/vertices. my terrain has
<faces count="32258">
your track.mesh has 4 submeshes, but still in total the number of faces comes no where near this number - even though it is naturally larger!
my actual problem was posted on Newton forum -
http://newtondynamics.com/forum/viewtop ... highlight= - my terrain was making my car return true from isAirBourne() all the time. this was causing the car to skid from side to side, as if it was hitting ice-patches. changing the terrain to track.mesh solved the problem. what also solved the problem was scaling the terrain larger.
so why does the number of faces of my terrain make a difference to the way the collision object works? obviously i am using a tree collision - is there a limited number of faces that a tree collision can handle?
unclepauly
27-10-2006 13:13:01
Walaber, hi...
PLEASE look at this:
ftp://ftp.onegigftp.com/
[username: unclepauly_ro]
[password : unclepauly]
it is simply your demo 5, with the terrain replaced with your track.mesh. i have then scaled the track.mesh 10,10,10.
can you see how the vehicle 'bobbles' over the edges of the terrain faces? i thought this bug was fixed? what version of Newton was stunt playground built against? did you have this problem at any time?
Newton and OgreNewt were freshly downloaded yesterday so i am definately not using an old lib. newton is 1.53.