the dynamic result i am getting has gaps between 2 collided object. this result in false negative in the next cycle. this behaviour seem different between PC and PS3, so i suspect there is some default configuration differences. so far i setup my bodies using the following code:
pRigidBody->setContactProcessingThreshold(0);
pRigidBody->setRestitution(0);
what other setting might be causing my troubles?
what setting and config can cause 'gaps' between rigidbody?
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Re: what setting and config can cause 'gaps' between rigidbo
The handling of the collision margin (collisionShape->setMargin) could be different. The collision detection implementation on one of the platforms might ignore/deal different with margins. Just don't set the margin to zero, it can lead to problems and we cannot support issues in that case.
Thanks,
Erwin
Thanks,
Erwin
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- Posts: 43
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Re: what setting and config can cause 'gaps' between rigidbo
oh i see... thanks, this is very helpful info!