magura
18-04-2006 10:05:50
Is there an engine facility for this?
ie, i have a vehicle with multiple (box)shapes that im trying to co-ordinate, but im having issues because I dont know exactly where the shapes are being created in terms of scale/position and in relation to the graphics mesh.
Does NxOgre expose this functionality?
betajaen
18-04-2006 12:45:04
Yep, see in the demos the F2 key (half way through the code). Have a fiddle around with that.
celic
18-04-2006 13:31:57
BTW, betajaen, I'm curious about the debug geometry, is it rendered by PhyX, or nxOgre??
betajaen
18-04-2006 18:25:52
The lines are passed over to NxOgre, then I use the line3D class floating around here to draw it in to an the Scene.
But PhysX just supplies the lines and colours, and NxOgre draws them really.
magura
19-04-2006 04:53:25
hmmm yeah i did that before, although i used the setDebug method, but with no result.
I tried using just
m_nxoWorld->debug(true);
to no effect either.
Though what the demos have is exactly what i'm looking for.
cheers
Geoff
magura
19-04-2006 04:59:22
hmmm well nxogre references a material NxOgre.debugNode - probably a material im missing, although nothing comes up in logs
magura
19-04-2006 05:28:07
cool, renamed the material found in OgreCore.material in the NxOgre media folder, from Core/NodeMaterial to NxOgre.debugNode (as requested by the debugNode constructor) and it seems to be working.
betajaen
19-04-2006 09:55:30
Yep, thats it. If I remember correctly when a debugNode is created it clones that material.