I have two bodys with a btTriangleMeshShape in my scene, a box and the terrain. i registered the btConvexConvexAlgorithm for this collision.
when the box is meant to collide with the terrain, i think it first checks the bounding boxes of the two shapes, i get a segfault.
by replacing the following line of code in btStridingMeshInterface::InternalProcessAllTriangles():
Code: Select all
int graphicssubparts = getNumSubParts();
Code: Select all
int graphicssubparts = 1;
this is very strange to me because getNumSubParts() only returns 1:
Code: Select all
int btTriangleMesh::getNumSubParts() const
{
return 1;
}
thx
EDIT: getNumSubParts() is processed a thousands of times before the box collides with the bounding box of the terrain. even much more strange
EDIT2:
now i'm checking against this == 0 at the beginning of btStridingMeshInterface::InternalProcessAllTriangles() and actually after some calls it's 0 and segfaults.
but why doesn't it segfault while calling InternalProcessAllTriangles()?
it's not static, too!
really need help!