Narf
27-11-2006 20:08:38
hi, i started using ogrenewt few days earlier and i have some little problems with it.
I assume it's something stupid i forgot, but i can't put the finger on it so i ask to people that might know better.
it's simple, i create my world on the constructor like this
then i use this, when l is pressed i want to show the lines of collision bodies
The problem is, that the program crash each time i press a second time the L button.
I made tests, and, after the
"OgreNewt::Debugger::getSingleton().showLines( m_World );"
either, deinit or hideline makes the program crash.
Somebody know why?
Oh and another question, is there a way to move the newton body in the same time as a scenenode? (like attaching it to the node)
I want that, if i translate a node, the newton body follow it.
Oh and another thing:
I'm just looking at Newton to see if it would be interesting for me to use it, but maybe you can help me.
All i need is to detect collision with more accuracy than bounding boxes, i have no need of others physics.
Am i wrong by trying to use Newton for this?
Any advice on what to use instead?
Ok, ok, i have no more question for now. Thanks for your futur answers.
I assume it's something stupid i forgot, but i can't put the finger on it so i ask to people that might know better.
it's simple, i create my world on the constructor like this
m_World = new OgreNewt::World();
then i use this, when l is pressed i want to show the lines of collision bodies
if (keybuf->get_nbPressed(KC_L))
{
if (!debug_collision)
{
OgreNewt::Debugger::getSingleton().init( mSceneMgr );
OgreNewt::Debugger::getSingleton().showLines( m_World );
debug_collision = true;
}
else
{
OgreNewt::Debugger::getSingleton().hideLines();
OgreNewt::Debugger::getSingleton().deInit();
debug_collision=false;
}
}
The problem is, that the program crash each time i press a second time the L button.
I made tests, and, after the
"OgreNewt::Debugger::getSingleton().showLines( m_World );"
either, deinit or hideline makes the program crash.
Somebody know why?
Oh and another question, is there a way to move the newton body in the same time as a scenenode? (like attaching it to the node)
I want that, if i translate a node, the newton body follow it.
Oh and another thing:
I'm just looking at Newton to see if it would be interesting for me to use it, but maybe you can help me.
All i need is to detect collision with more accuracy than bounding boxes, i have no need of others physics.
Am i wrong by trying to use Newton for this?
Any advice on what to use instead?
Ok, ok, i have no more question for now. Thanks for your futur answers.