Yes, I know that solution: to create a big and invisible meshe over the
other ones, but, in my opinion that is the kind of provisional solution than
in spanish we call "una chapuza", sorry but I don't know the english
definition.
That solution is good for visual aspects and no complex meshes, but if you
really would like to create and "inmersive" world and not only a "virtual
walktrought" one, that can't be the final solution, specially if we are
thinking about scripts to test wheels, engines and other perfomances in
simulations.

Thanks for the answer.

Alberto

2010/5/31 Toni Alatalo <[email protected]>

> 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
>

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Reply via email to