Hello Carlos! We use a TriangleRecorder (it's a NodeVisitor) and applies that to our terrain nodetree. It records vertices and triangles on all drawables. We then memcpy those into ode::dVector3[numVertices] (vertices) and int[3*numTriangles] (triangles). Then run
dGeomTriMeshDataBuildSimple( and dCreateTriMesh unfortunately a cannot publish any code. I once had a plan to implement this better in my spare time but haven't got around to it yet. Yuo might watn to look at Delta3d since I know that they integrate ode with osg. I haven't looked at ode code in Delta3d myself but I'm sure it fine. Also: * the above simple description doesn't mention dynamic(paged) terrain so you may need to think about that. * Some of the terrains we have tried have been simplified, i.e. some trianles are very large, and ode seems to have problems with that. hope this helps Mattias On 8/18/08, Carlos Sanches <[EMAIL PROTECTED]> wrote: > Hi! > I m doing collisions using ODE with OSG and this is very cool, but , I want > to do a deformed ground with some triangles in 3DSMAX for example. I know > that I have to use trimesh but how do I have to load the object ground that > ODE understand ?? > > Have anybody an example using trimesh ?? > > Thank you! > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

