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And how to handle it finaly? = =

*PxMeshQuery::findOverlapTriangleMesh* can be used ``` PxU32 triangleIndexBuffer[bufferSize]; PxU32 startIndex = 0; bool bufferOverflowOccured = false; PxU32 nbTriangles = PxMeshQuery::findOverlapTriangleMesh(sphereGeom, spherePose, meshGeom, meshPose, triangleIndexBuffer, bufferSize, startIndex, bufferOverflowOccured); for(PxU32 i=0; i <...