Search found 66 matches
- Wed Sep 10, 2008 9:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Issue with btOptimizedBvh serialize/deserialize.
- Replies: 6
- Views: 3213
Issue with btOptimizedBvh serialize/deserialize.
The functions work just fine, that's not the issue. The issue is that serializing a particular bvh from one run to the next does not produce identical output. There are pointers in the serialized data that change from one run to the next. These pointers are not used during deserialization, and, in f...
- Sat Sep 06, 2008 5:02 am
- Forum: Release Announcements
- Topic: Bullet 2.71 released: Disney Maya Plugin, CUDA experiments
- Replies: 10
- Views: 41898
Re: Bullet 2.71 RC1: Maya Plugin, CUDA broadphase experiments
Are we still going to get BVH sharing in 2.71?
- Wed Aug 27, 2008 6:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btStridingMeshInterface TriStrip & TriList
- Replies: 4
- Views: 2814
Re: btStridingMeshInterface TriStrip & TriList
It actually assumes TriList. Three indices per triangle.
- Mon Aug 25, 2008 7:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet wiki or documentation repo?
- Replies: 67
- Views: 42519
Re: Bullet wiki or documentation repo?
I am sorry. I misread something and thought it was being filtered before adding.
My mistake!
My mistake!
- Mon Aug 25, 2008 5:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet wiki or documentation repo?
- Replies: 67
- Views: 42519
Re: Bullet wiki or documentation repo?
Doesn't this kind of defeat the point of a wiki? To have everything filter thru one guy before it's added? I understand the desire to have the documentation be accurate, but the point of a wiki is to have everyone be editing and contributing to it directly. You can review the changes and fix or remo...
- Wed Aug 13, 2008 6:48 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Possible bug in btBvhTriangleMeshShape
- Replies: 2
- Views: 1530
Re: Possible bug in btBvhTriangleMeshShape
Well the issue is that is should be able to calculate an aabb without the bvh, so it can't just check for null and fail, I think it needs to check for null and use another method.
- Mon Aug 11, 2008 12:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance issue adding objects when using btDbvtBroadphase
- Replies: 2
- Views: 1882
Re: Performance issue adding objects when using btDbvtBroadphase
I will try out this file soon, but I wanted to let you know that my previous time estimation might have been high. I had some other bugs in the code that influenced everything.
Once I have things stable I will use this file to check the performance.
Thanks!
Roy
Once I have things stable I will use this file to check the performance.
Thanks!
Roy
- Sun Aug 10, 2008 5:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Possible bug in btBvhTriangleMeshShape
- Replies: 2
- Views: 1530
Possible bug in btBvhTriangleMeshShape
When you construct a btBvhTriangleMeshShape and set the flag for it to not build it's bvh at construction time and then set the scale on it, it will crash on accessing a null m_bvh pointer down inside processAllTriangles(). The desire is to avoid building the bvh twice when something is scaled. Once...
- Sat Aug 09, 2008 9:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance issue adding objects when using btDbvtBroadphase
- Replies: 2
- Views: 1882
Performance issue adding objects when using btDbvtBroadphase
My project is a streaming world setup using btDbvtBroadphase, and collision only not dynamics. Whenever I stream in new objects and insert them to the collision system I get a noticable hitch (sometimes as long as a quarter to half second). The objects come in groups of a few dozen at a time. A prof...
- Fri Aug 08, 2008 3:58 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Serious bug in btOptimizedBvh.cpp
- Replies: 1
- Views: 1506
Serious bug in btOptimizedBvh.cpp
This is added to the google code issue tracker as well. These lines: 807 rayDirection[0] = btScalar(1.0) / rayDirection[0]; 808 rayDirection[1] = btScalar(1.0) / rayDirection[1]; 809 rayDirection[2] = btScalar(1.0) / rayDirection[2]; Were changed to this: 807 rayDirection[0] = rayDirection[0] == btS...
- Thu Aug 07, 2008 3:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btTriangleMeshShape construction calculates aabb
- Replies: 3
- Views: 1850
Re: btTriangleMeshShape construction calculates aabb
Added issue #70 with an attach zip contained the changed files.
Roy
Roy
- Thu Aug 07, 2008 1:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btTriangleMeshShape construction calculates aabb
- Replies: 3
- Views: 1850
Re: btTriangleMeshShape construction calculates aabb
In my case I have an already calculated aabb in my data. I want to feed that in, and use it instead of letting bullet do any calculation of it. I am in the process of changing btStridingMeshInterface, btTriangleIndexVertexArray, btTriangMeshShape, btBvhTriangleMeshShape. My solution was to make it s...
- Wed Aug 06, 2008 11:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btTriangleMeshShape construction calculates aabb
- Replies: 3
- Views: 1850
btTriangleMeshShape construction calculates aabb
Currently constructing a btTriangleMeshShape (or in my case a btBvhTriangleMeshShape that is dirived from one), it does a caclulation of the aabb that is pretty expensive. It would be really nice if we could provide an aabb thru the btStridingMeshInterface that would could calculate offline. Do you ...
- Thu Jul 31, 2008 9:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Scaling btBvhTriangleMeshShape
- Replies: 12
- Views: 10320
Re: Scaling btBvhTriangleMeshShape
That is good news that it'll be in 2.71, thanks!
I can make things work for now with it the way it is, and then convert over when this feature is in and save a bunch of memory.
Roy
I can make things work for now with it the way it is, and then convert over when this feature is in and save a bunch of memory.
Roy
- Thu Jul 31, 2008 6:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Scaling btBvhTriangleMeshShape
- Replies: 12
- Views: 10320
Re: Scaling btBvhTriangleMeshShape
Not to be annoying, but I am curious when it's planned to make it so that the bvh data can be shared? I am at the point in my project where I need to prebuild bvh data and store it in the level/object data. Currently I am forced to create a seperate bvh data for each object instance. This is not onl...