PierreTerdiman
PierreTerdiman
I'm afraid I don't follow the question and I don't understand the problem. CCTs do collide with static rigid bodies, as shown in several samples (SampleNorthPole, SampleCustomGravity, SampleBridges, etc).
Perhaps try to use the debug visualization to make sure that the static meshes are where you expect them to be, and maybe double check the triangle winding for these...
Open your favorite hex editor, look for 94432363 0f2870b8, nop that sequence? :) Or transform the movaps to movups maybe. But yeah this would be a desperate last measure idea...
There is currently no other option for heightfields. However you could cut your terrain into multiple heightfield patches (one different object for each), each of them with a reduced height...
It is indeed just an estimate, and by nature it is not accurate indeed. Not just because of the number of objects per leaf, but also because the code "assumes...
``` class PxShapeExt { public: /** \brief Retrieves the world space pose of the shape. \param[in] shape The shape for which to get the global pose. \param[in] actor The actor...
I changed these float members back to integers, so the issue should be fixed for good now. Should appear in a future release.
Thank you for the report. This is interesting, and I think we could try that in our own benchmarks. AFAIK the scheduler does not support task priorities so we would...
I don't think there is currently a way to prevent this sort of problems. 536 870 912 pairs is too much, and even if we prevent the crash in the...
I'm afraid I don't have a deeper insight into this one. PhysX 3.4.1 was a long time ago now, and while I don't immediately recognize this specific crash / callstack,...