Fixed

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WoeMogget
Posts: 5
Joined: Tue Nov 29, 2011 11:35 pm

Fixed

Post by WoeMogget » Mon Dec 19, 2011 10:50 pm

!
Last edited by WoeMogget on Wed Dec 12, 2012 4:07 pm, edited 1 time in total.

Karrok
Posts: 65
Joined: Fri May 13, 2011 1:11 pm

Re: Making Bullet Meshes Visible

Post by Karrok » Wed Dec 21, 2011 10:49 am

Once you made objects of your meshes and put them in your collision world you can use the debug drawer that comes with bullet.

It is present as interface under LinearMath -> btIDebugDraw

The debug drawer has some basic drawing stuff in it (lines, spheres, triangle, aabb's etc) others you might need to implement using btIDebugDraw.

I Myself use the implementation provided by osgBullet, you can check that one out and use it to make your own implementation with Ogre3D.

WoeMogget
Posts: 5
Joined: Tue Nov 29, 2011 11:35 pm

Re: Making Bullet Meshes Visible

Post by WoeMogget » Wed Dec 21, 2011 11:14 pm

!
Last edited by WoeMogget on Wed Dec 12, 2012 4:07 pm, edited 1 time in total.

Karrok
Posts: 65
Joined: Fri May 13, 2011 1:11 pm

Re: Making Bullet Meshes Visible

Post by Karrok » Tue Jan 03, 2012 3:39 pm

It probably hangs/crashes on

Code: Select all

debugDrawer->setDebugMode(1);
Check how it is used in the demos

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