Search found 24 matches
- Thu Aug 21, 2014 8:51 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btIDebugDraw with OpenGL 4.4 - [SOLVED]
- Replies: 9
- Views: 15029
Re: btIDebugDraw with OpenGL 4.4
By the looks of it, your buffers are incomplete, because the colours are also wrong. Bullet is not giving out lines which blend between two colours as can be seen by the axis widget in the centre of the cube. They should be fixed coloured RGB lines to represent the XYZ axis.
- Thu Aug 21, 2014 8:20 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btIDebugDraw with OpenGL 4.4 - [SOLVED]
- Replies: 9
- Views: 15029
Re: btIDebugDraw with OpenGL 4.4
The way I have it set up using 3.3 (core profile) is by making the line out of a triangle (start-end-start). After all the lines are collected they are passed to the vertex/index buffers and rendered without polygon fill. It's probably not the best way to do it, but it works. Another way is to maybe...
- Wed Aug 20, 2014 12:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Animated Mesh
- Replies: 2
- Views: 3851
Re: Animated Mesh
I'm actually using bullet in my editor for mouse selections, and although it's very fast when selecting the meshes down to the triangle level, it is slow to recreate when moving meshes around (when I say slow, it may take a second or two to recreate a mesh of up to 20000 vertices on my CPU). Hopeful...
- Wed Aug 20, 2014 11:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Creating invisible collision object
- Replies: 1
- Views: 2969
Re: Creating invisible collision object
Your question is rather strange. Bullet doesn't do any rendering. You just create the rigidbody using a box shape and stick it in the dynamic world.
Job done.
Job done.
- Tue Aug 19, 2014 2:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Vehicle demo attaching camera problem.
- Replies: 2
- Views: 4796
Re: Vehicle demo attaching camera problem.
Thanks for the tips, but with what I already have making everything using Bullet's transforms and using that coordinate system would set me back weeks or even longer. I will certainly keep it in mind, though. For now, I'm just using the quick fix and I fixed the bouncing wrongly problem I mentioned ...
- Sat Aug 16, 2014 7:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: rotate a KinematicController
- Replies: 1
- Views: 2483
Re: rotate a KinematicController
The character controller doesn't handle rotations. It appears to be designed to be used with cylinders or capsules in an upright position and only takes directions to reposition itself. I think you may have to implement your own kinematic controller for your needs, and by the sounds of it it shouldn...
- Sat Aug 16, 2014 6:41 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Vehicle demo attaching camera problem.
- Replies: 2
- Views: 4796
Vehicle demo attaching camera problem.
Hi, I have the vehicle in Y-up coordinates, but when I get the quaternion from the rigidbody it's upside down and facing backwards. I can of course multiply with another quat to correct this, but I'm curious why this is happening and if there is anything else I can attach to for an FPS inside car ca...
- Thu Jul 24, 2014 3:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic Character collision response needed
- Replies: 2
- Views: 3106
Re: Kinematic Character collision response needed
It's all in the btKinematicCharacterController class. It's quite messy and am using a custom version myself, but what you need is performed in that class (and a couple of helper classes included in the same CPP file).
- Thu Jul 24, 2014 3:00 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Attaching dynamic rigidbody to kinematic controller
- Replies: 0
- Views: 3521
Attaching dynamic rigidbody to kinematic controller
I've tried a few methods by trying to activate and deactivate the rigidbody and attaching it using a separate attachment system I wrote to establish body parts (like a skeletal system and is separate from Bullet). However, the rigidbody had no collision testing when it was attached and was made kine...