Hello Johannes,

I would recommend posting your questions here:

http://groups.google.com/group/osgbullet-users?pli=1

Doug

On Mon, Sep 6, 2010 at 10:02 AM, Johannes Scholz <
[email protected]> wrote:

> Hey guys,
>
> I am currently integrating rigid body physics using osgBullet into our VR
> environment, which is mainly used for viewing CAD models generated in CATIA
> V5.
>
> Well, I got everything running using a separate physics thread and the
> osgwTools::AbsoluteModelTransform like shown in the examples.
>
> Now there are two problems I encountered:
>
> First:
> I added some code to switch on/off physics for my nodes on runtime. Well,
> that works fine up to the point I switch on the stereo mode.
>
> In the demo scene on the screenshot I activated physics for the turbine,
> but then the eye separation gets mixed up. Compare left hand side with
> disabled physics and right hand side with enabled physics (on turbine hull
> only).
>
> Now I already got it has something to do with the absolute_rf setting,
> because when using a simple matrixtransform instead, everything is fine is
> stereo mode.
>
>
>
> Second:
> Currently I use ConvexTriMeshs as CollisionShapes, but I'd rather use the
> TriMeshCollisionShape. But when I replace
>
> btCollisionShape* cs = osgbBullet::btConvexTriMeshCollisionShapeFromOSG(
> node );
>
> with
>
> btCollisionShape* cs = osgbBullet::btTriMeshCollisionShapeFromOSG( node );
>
> and then enable physics, simply no collision is detected at all. All
> objects simply fall through the ground in my demo scene.
>
>
> Any suggestions?
>
>
> Thanks in advance,
>
> Johannes from Bremen, Germany[/img]
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=31349#31349
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/screen_shot_206.jpg
>
>
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