Hi,
my problem:
- meshdecal on btHeightfieldTerrainShape is only displayed on the backface (screenshot attachement)
info:
- had the same problem with btStaticPlaneShape(btVector3(0, 1, 0), 0); // here the decal is only shown on the backface.
when i use btStaticPlaneShape(btVector3(0, -1, 0), 0); the decal is shown correctly...
- the btHeightfieldTerrainShape fits exacly the normal terrain, so i think it cannot be on the wrong side(upAxis = 1)?
It looks like if i just have to flip the normals of btHeightfieldTerrainShape (How)?
Ogre3d btHeightfieldTerrainShape and normals?
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- Posts: 6
- Joined: Sun Mar 09, 2014 1:55 pm
Ogre3d btHeightfieldTerrainShape and normals?
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- Posts: 6
- Joined: Sun Mar 09, 2014 1:55 pm
Re: Ogre3d btHeightfieldTerrainShape and normals?
still didnt find a way to flip the y normals ....
the backface of the btHeightfieldTerrainShape is definitly on the upperside.
when i use btTriangleRaycastCallback::kF_FilterBackfaces on rayTest the terrain is ignored, but from behind it works.
nobody has/had this problem?
the backface of the btHeightfieldTerrainShape is definitly on the upperside.
when i use btTriangleRaycastCallback::kF_FilterBackfaces on rayTest the terrain is ignored, but from behind it works.
nobody has/had this problem?

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- Posts: 6
- Joined: Sun Mar 09, 2014 1:55 pm
Re: Ogre3d btHeightfieldTerrainShape and normals?
some progress .....
gave the flipquad a chance:
if (m_flipQuadEdges || (m_useDiamondSubdivision && !((j + x) & 1)) || (m_useZigzagSubdivision && !(j & 1)))
disabled bool flipQuadEdges (but all ogre threads i found turned it on)
Now the decal is on the correct side ... but a bit under the terrain ...
so i moved it out a bit ...
still much to do
gave the flipquad a chance:
if (m_flipQuadEdges || (m_useDiamondSubdivision && !((j + x) & 1)) || (m_useZigzagSubdivision && !(j & 1)))
disabled bool flipQuadEdges (but all ogre threads i found turned it on)
Now the decal is on the correct side ... but a bit under the terrain ...
so i moved it out a bit ...
still much to do

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