Gustavo Alberto Navarro Bilbao kirjoitti:
I think that it would be very important to fix the issue of physics in the meshes, when they have more materials, to be cease to be "phantoms",
I suppose you know the current solution, from the earlier talks? Use a collision mesh without several materials, for the visual objects that have many materials. That's the reason why it has been implemented like it is: collision meshes are often authored separately, and as they are invisible anyway, there is no reason for them to have materials, so the physics mesh creator didn't need to support that. If you don't care / need to make a different geom for the collisions (often many visual details are irrelevant or even harmful for proper collisions), you can just make a copy of the mesh where remove the mats in your modelling app.
But I agree that for the fallback of using the visual mesh for collisions too when a separate collision mesh is not provided it would be a good idea for it to handle all the submeshes (material indexes become submeshes in ogre). Probably quite simple to add in rexode where the geom for ode is created.
~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
