rayTest results in missing geometry

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Dragonlord
Posts: 198
Joined: Mon Sep 04, 2006 5:31 pm
Location: Switzerland

rayTest results in missing geometry

Post by Dragonlord »

Just stumbled across this one. Doing a ray-cast against a thin box shape results in hits reported randomly 50% of time (the ray position faintly jiggles like a fraction of mm per frame). As far as I can see btGjkConvexCast is involved with calcTimeOfImpact. How comes ray-casting is so instable? The convex sweep test in btCollisionWorld works flawless in the very same situation but using ray-test instead causes flickering results. Why not using a simple ray-box test if a ray goes against a box? Why using btGjkConvexCast when it's not stable?