Benjamin Ellenberger

Results 146 comments of Benjamin Ellenberger

Valgrind seemed to be had to interpret. However the usage of Intel Parallels Inspector was much more successful and revealed different leaks that were fixed in the following commits.

2d70662ee10dc68846f34d10b0a1541ca66854ca 2e4fae96334c1749ee1732e110866bca6103d60f 920887a2fcd2dcb6d9fcd70e1fd9496860432176 38ba72ae03b3a8c08dbaefe495e712b8f9afc56d c3f6ba99ce795b04a34489c2d7bb05b582cd6b37 307b53201c41cbe8b92afa3fd3766729dd3bb2a5 25c4f6bb78841158a4e6e72f4e068994eddbc93f Additional documentation of unresolved constant size leaks: cf234c340d6a84e1edf00036aec1886f46c68fed 9bbabac722a9ce221c327f080b1d31fb6640f32e

Some links that might be useful: - http://www.ogre3d.org/forums/viewtopic.php?f=5&t=82978&p=516121#p516121 - http://www.ogre3d.org/forums/viewtopic.php?t=58756 - http://www.ogre3d.org/forums/viewtopic.php?f=2&t=80705&p=505203#p505203 - http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=9881 - http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Ogre+Terrain+System - https://bitbucket.org/alexeyknyshev/ogrebullet/src/34d79df1a21f4a4e6765eb1b9bc0f7df3d834f02/Demos/src/Terrain_Demo.cpp?at=master - https://bitbucket.org/alexeyknyshev/ogrebullet/src/34d79df1a21f4a4e6765eb1b9bc0f7df3d834f02/Collisions/src/Shapes/OgreBulletCollisionsTerrainShape.cpp?at=master - https://bitbucket.org/alexeyknyshev/ogrebullet/src/34d79df1a21f4a4e6765eb1b9bc0f7df3d834f02/Collisions/include/Shapes/OgreBulletCollisionsTerrainShape.h?at=master - https://bitbucket.org/alexeyknyshev/ogrebullet/src/34d79df1a21f4a4e6765eb1b9bc0f7df3d834f02/Collisions/include/Shapes/?at=master

Especially look at this: It seems to be hard to do a proper terrain physics and graphics object. http://www.ogre3d.org/forums/viewtopic.php?f=5&t=82978&p=516121#p516121

We need a separate model of the terrain in bullet physics. Look at the terrain in the BulletPhysics/Raycast demo.

Some important links: -Understanding Ogre Terrain Paging: http://www.ogre3d.org/forums/viewtopic.php?f=2&t=60456 -1.7 terrain paging + Bullet [solved]: http://www.ogre3d.org/forums/viewtopic.php?f=2&t=58756&p=518785#p518785 - GAZEBO Heightmap.hh source: http://osrf-distributions.s3.amazonaws.com/gazebo/api/dev/Heightmap_8hh_source.html -GAZEBO Terrain Paging support for rendering: https://bitbucket.org/osrf/gazebo/pull-request/687/terrain-paging-support-for-rendering/diff

https://bullet.googlecode.com/svn/trunk/Demos/TerrainDemo/TerrainDemo.cpp

http://upshift.org/2012/02/building-endless-terrain-in-unity3d/

If creature is selected, camera can not be moved freely anymore but always looks at creature (is this useful?)

- Check all includes - Remove/refactor gimmicks - Cleanup SimulationManager from clutter not belonging there