PHY_ScalarType performance with btBvhTriangleMeshShapes

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Sequence
Posts: 2
Joined: Tue Aug 27, 2013 9:46 pm

PHY_ScalarType performance with btBvhTriangleMeshShapes

Post by Sequence »

Hey guys!

I'm using Gameplay3D (an engine that uses bullet), and I'm interested in making a dynamic world. I plan to split up the world's collision meshes into convenient "chunks" (so you only need to update the chunks instead of the entire world mesh). I happened to stumble upon this in the docs, however.

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PHY_ScalarType enumerates possible scalar types.

See the btStridingMeshInterface or btHeightfieldTerrainShape for its use

Enumerator
PHY_FLOAT 	
PHY_DOUBLE 	
PHY_INTEGER 	
PHY_SHORT 	
PHY_FIXEDPOINT88 	
PHY_UCHAR 	
Definition at line 25 of file btConcaveShape.h.
I'm assuming these are the different formats I can use to supply vertex information to my btBvhTriangleMeshShapes. Will using one of the smaller data type formats give better performance when updating the btBvhTriangleMeshShape data? Aka, when I destroy a "block" in my world and I need to update the vertex info for the collider, will it run faster if I use PHY_UCHAR vs PHY_FLOAT?
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