Thanks for the reply drleviathan.
It appears that my problem was with my rendering code - turns out I was only rendering half of the debug data provided by bullet.
Search found 5 matches
- Tue Mar 20, 2018 2:00 am
- Forum: General Bullet Physics Support and Feedback
- Topic: only half of terrain height field visible
- Replies: 2
- Views: 3004
- Mon Mar 19, 2018 2:27 am
- Forum: General Bullet Physics Support and Feedback
- Topic: only half of terrain height field visible
- Replies: 2
- Views: 3004
only half of terrain height field visible
Hello, I am trying to add physics to my terrain using btHeightfieldTerrainShape. I have slowly got something working, however, it seems like only half of my physics height field is rendering (using debug rendering). I am using a 257 * 257 greyscale image for my terrain heightmap. Oddly, if I double ...
- Wed Apr 19, 2017 4:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Rigid body starting position reset to origin sometimes
- Replies: 1
- Views: 3445
Re: Rigid body starting position reset to origin sometimes
Well, it turns out I was creating my rigid bodies at (0, 0, 0), and then trying to reposition them by changing the world transform. If I set the initial position of the rigid body when I create it to be (5, 0, 0), everything works as expected. I did some googling around how to move rigid bodies, and...
- Wed Apr 19, 2017 2:21 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Forum not using SSL
- Replies: 1
- Views: 8883
Forum not using SSL
Anyone know why the forum isn't using SSL? All usernames and passwords would be sent in the clear...
- Wed Apr 19, 2017 2:20 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Rigid body starting position reset to origin sometimes
- Replies: 1
- Views: 3445
Rigid body starting position reset to origin sometimes
Hi, I've got a basic physics simulation running, and it seemed to be working well, other than I noticed that most of my rigid bodies were starting off at position (0, 0, 0) instead of the position I set, which was (5, 0, 0). I verified after I added the rigid body ( via a call to `motionState->getWo...