On Mon, Nov 18, 2013 at 12:34 PM, Mots G <[email protected]> wrote:
> Thank you Paul and Jan for the explanations! > > You are welcome. BTW, that stuff is also in the Bullet's documentation *wink* :) > On digging further, I came across a post > (here<http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6816>), > which suggested that collision between two "Trimesh: > btBvhTriangleMeshShape" does not work with the default dispatcher. It > suggests the use of gimpact algorithm and create > 'btGImpactConvexDecompositionShape' collision shapes for the osg-geode. > > I am yet to figure out the correct way to generate a > 'btGImpactConvexDecompositionShape' shape for an osg-geode. > Ah yes, this I remember as well. If you can, try to avoid using arbitrary meshes for collision testing, because it is slow. Unless you absolutely need the accuracy, try to use a bounding volume(s) for it instead - i.e. you have one mesh for display and another, simpler one, for collision testing. Replacing the complicated non-convex object with a one or more spheres, boxes or cylinders does wonders for performance and it is a lot simpler than doing the convex decomposition. Regards, Jan
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