Multiple btIndexedMeshes stopped working

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Flix
Posts: 456
Joined: Tue Dec 25, 2007 1:06 pm

Multiple btIndexedMeshes stopped working

Post by Flix »

Hello everybody,

I'm using my own Ogre - Bullet wrapper, and by updating it to the current SVN version of Bullet, I've discovered that now when I use multiple btIndexedMesh (to create a btTriangleIndexVertexArray for a btBvhTriangleMeshShape), only the first mesh inserted seems to work.

I'm sure that my code used to work with the previous versions of Bullet, maybe this change has broken my own code:

Issue url:
http://code.google.com/p/bullet/issues/detail?id=213
Forum url:
http://www.bulletphysics.org/Bullet/php ... f=9&t=3572

Of course it might be something in my code that can't stay up to date with this change: so I would like to know if somebody is experiencing the same problem too.

Thank you in advance.

P.S. I'm not using double precision mode.
Flix
Posts: 456
Joined: Tue Dec 25, 2007 1:06 pm

Re: Multiple btIndexedMeshes stopped working

Post by Flix »

Just to say that I removed the double precision patch described above by replacing the three modified files with an older version and the multiple btIndexedMeshes have started to work again.

I've made two screenshots that demostrate this (I use raytracing, because I haven't implemented any debug draw):

current SVN: only the first btIndexedMesh works:
screenshot-06022009_142932198.jpg
screenshot-06022009_142932198.jpg (41.35 KiB) Viewed 3268 times
current SVN with 3 older files: all the btIndexedMeshes work:
screenshot-06022009_143956567.jpg
screenshot-06022009_143956567.jpg (43.43 KiB) Viewed 3268 times
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Erwin Coumans
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Re: Multiple btIndexedMeshes stopped working

Post by Erwin Coumans »

Thanks a lot for the report, we re-opened the issue and make sure it will be fixed (or reverted) before final 2.75 release.

Erwin
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