How to activate the debug mode with 0.93'39?

Immoho

01-01-2008 06:53:12

Hi
I have read the PhysX's doc about the DebugRenderer,and have searched through the forum.
I found

mWorld->debug(true);

So in 0.93'38,what will it be?

betajaen

01-01-2008 11:48:21

To use the Remote Debugger (preferred)

mWorld->getPhysXDriver()->createRemoteDebuggerConnection("address", port);


To use the Debug Renderer (slow and buggy)

Set the flag NX_USE_DEBUG_RENDERER_API to 1 in NxOgreStable.h and recompile NxOgre.

Then

mWorld->createDebugRenderer(mSceneMgr);

Immoho

01-01-2008 13:28:10

I got it.Thanks,betajaen.
By the way,I read the doc about the physx's cook mesh.
I found that the sample in physx such as the terrain and the bunny is created manually.
When I use the cookXXXMesh() to cook a mesh, the collision model has already been created by NxOgre?What I need is just to adjust the skinWidth?

NoodlesOnMyBack

11-03-2008 02:05:45

Im interested to see the shapes of the bodies that i create on the screen, i re compiled the lib and when i add the line mWorld->createDebugRenderer(mSceneMgr);
my game freeze with no response, any chance to fix this or other way to achieve what i want?
thanx in advance

NoodlesOnMyBack

14-03-2008 02:38:05

so there is no way to do this? Im creating a ragdoll and i need to see the shapes that im creating, if i create Body objects instead of Actors, the parts colide between them and fly away since i dont aplied the joints yet, i just want to see the body without gravity before keep working on it, any suggestion? thanx

dbrock

14-03-2008 06:38:12

When I activated the debug renderer, I couldn't see the actors representing the hit boxes of my ragdoll. I have to use the PhysX remote debugger. If you find a way to have your actors visible in-game, please let me know! It would help with fitting the ragdoll to my in-game models better =).