Dear All,
I cannot use scaled meshes in Bullet. I scale them in MAX and import to my app. But when I perform debug drawing, I always see the original scale mesh on which the bullet performs the calculations. How can I use my scaled meshes for collision detection and other physics related operations? I also tried to scale the meshes in my app but the result was same. I init Bullet after performing the scaling stuff. So I don't think there is a possibility to pass the unscaled ones to Bullet. What might be the problem? Which way should I follow in order to use the scaled meshes? Sorry to bother if these are very simple questions but I am very new to Bullet?
Regards,
Ugras
How to deal with scaled meshes
-
Erwin Coumans
- Site Admin
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- Joined: Sun Jun 26, 2005 6:43 pm
- Location: California, USA
Re: How to deal with scaled meshes
How are you scaling the mesh? You cannot scale the world transform of the rigid body, it can only contain translation and rotation.
You can use setLocalScaling for most collision shapes, have you tried that?
Thanks,
Erwin
You can use setLocalScaling for most collision shapes, have you tried that?
Thanks,
Erwin