Hello,
I have around 1000 trees in my world, which are added as triangles to a large btBvhTriangleMeshShape(Trees are approximated using boxes).
I have noticed a strange issue with the SPUGatheringCollisionDispatcher. It basically fails to remove a contact point between a rigidbody and bvhTriangleMeshShape, even long after no contact and the rigid body is far away, this of course prevents the moving the rigid body against the direction of the contact normal.I have confirmed the contact point is not removed by debug drawing contact point.
If i change the shape to compound shape containing a large number of box shapes the problem is not there, it only affects btBvhTriangleMeshShape.
If i change the dispatcher to default one(btCollisionDispatcher) while using btBvhTriangleMeshShape the problem again goes away.
Update:Setting CF_DISABLE_SPU_PROCESSING on the that triangle mesh object also removes the problem.
Regards,
Ganaboy
btBVHTriangleMeshShape and SPUGatheringCollisionDispatcher
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