Big triangles

JaZzBrE
Posts: 8
Joined: Tue Jun 02, 2009 5:52 am

Big triangles

Post by JaZzBrE »

Hi,
I seem to remember reading on the forum (though can't really find it now) that really big triangles (~50m or more) cause some collision problems in Bullet, is that still true?
Because my capsule controller code returns a few missing collisions on a mesh like that and if I tessellate it, it works great. But what puzzles me is that if I drop a capsule dynamic body on the same mesh it works great even with the non-tessellated case. It's alright by me to tessellate the meshes but I want to be sure this is really the case and I'm not doing something wrong here.

Any thoughts on this?

Thanks for your help! :)
Ales Mlakar
Zootfly