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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