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- Sun May 24, 2009 2:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bumpy triangle meshes
- Replies: 71
- Views: 72542
Re: Bumpy triangle meshes
I have encountered the same problem and have created the proposed workaround that does per-edge angle calculations. Then I process contacts as follows: void bulletContactAddedCallbackObj(btManifoldPoint &cp, const btCollisionObject *colObj, const btCollisionObject *colObjOther, int partId, int i...