Hi,
First of all , thanks for this fantastic bullet physics engine.
I am developing a car race game using bullet physics engine. Bullet physics works wonderful, but now i am getting a error which i am not able to debug so Please help.
I have 10 different tracks for race in which i am using around 4 - 5 bvhtraingle mesh shape for static objects and 6 cars of raycast vehicle.
When any track is selected then its corresponds static data and cars loaded.
It works fine for all the time ( car is colliding with other static objects and all physics stuff)but in some cases ( 1 out of 10), the cars are not colliding with one bvhtraingle mesh shape. (In normal cases all things work fine).
How to debug this type of error.
Any suggestions will be of great help.
Error in loading BvhTrainglemeshshape!
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Re: Error in loading BvhTrainglemeshshape!
How are you 'loading' or initializing the btBvhTriangleMeshShape?
If you are using btTriangleIndexVertexArray, make sure not to delete the vertex/index arrays (no copy is made).
You could try using btTriangleMesh first (it keeps a copy of all data) instead of btTriangleIndexVertexArray.
Also, check out the debug drawer, as used in the Bullet demos (in wireframe mode).
Thanks,
Erwin
If you are using btTriangleIndexVertexArray, make sure not to delete the vertex/index arrays (no copy is made).
You could try using btTriangleMesh first (it keeps a copy of all data) instead of btTriangleIndexVertexArray.
Also, check out the debug drawer, as used in the Bullet demos (in wireframe mode).
Thanks,
Erwin
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- Posts: 28
- Joined: Mon Aug 29, 2011 11:02 am
Re: Error in loading BvhTrainglemeshshape!
I am using btTriangleIndexVertexArray and this problem occurs when i am deleting the existing data and reloading the different data. Is there any way to check whether the collider data is loaded or not?If you are using btTriangleIndexVertexArray, make sure not to delete the vertex/index arrays (no copy is made).
Ok, i will try to do the following way, Is it cause extra memory utilization ?You could try using btTriangleMesh first (it keeps a copy of all data) instead of btTriangleIndexVertexArray.