Search found 22 matches
- Thu Dec 30, 2010 5:13 pm
- Forum: Questions and Help
- Topic: How the Method space.BroadPhase.GetEntities() works ?
- Replies: 2
- Views: 2604
How the Method space.BroadPhase.GetEntities() works ?
Hi. i was using the method space.BroadPhase.GetEntities(frustrum, ent); to perform some culling for my engine and i have some problems Does it uses some kind of spacial organization to make the search faster ? (iam asking this because i dont know if worth putting my scene into a Octree(or something ...
- Mon Dec 27, 2010 11:47 pm
- Forum: Questions and Help
- Topic: Triangle Mesh raycast
- Replies: 3
- Views: 2792
Re: Triangle Mesh raycast
when 0.15 will be avaliable for download ?
- Mon Dec 27, 2010 3:23 pm
- Forum: Questions and Help
- Topic: Triangle Mesh raycast
- Replies: 3
- Views: 2792
Triangle Mesh raycast
hi, when i use the rayast function in the Space Class i cant detect with the TriangleMesh it is colliding If iam colliding with an entity it works well, but with trianglesmehs i just get the position, normals ..... is there an easy way to recover what Triangle Mesh was hit by the ray ? Or i should c...
- Tue Oct 19, 2010 7:08 pm
- Forum: Questions and Help
- Topic: Terrain - Questions and Possibilities ?
- Replies: 3
- Views: 3407
Re: Terrain - Questions and Possibilities ?
as always
thank you for the answer
one last thing, using the staticTriangleMesh for large terrain can be aceptable in bepu, or iam wasting memory?
thank you for the answer
one last thing, using the staticTriangleMesh for large terrain can be aceptable in bepu, or iam wasting memory?
- Tue Oct 19, 2010 1:15 am
- Forum: Questions and Help
- Topic: Terrain - Questions and Possibilities ?
- Replies: 3
- Views: 3407
Terrain - Questions and Possibilities ?
Iam currently using the Terrain from Bepu, but its not so good for what i need, i have to build a system that uses very big Terrains (like 50x50 Km2 ). To render this, i need to do some optimization and i need to control how triangles and normals are created. Is there a way to send the triangles and...
- Sun Oct 17, 2010 9:17 pm
- Forum: Questions and Help
- Topic: fbx triangle mesh calculation
- Replies: 2
- Views: 2428
Re: fbx triangle mesh calculation
thanks, i looked at BEPUphysicsDrawer and i got the problems
it was my fault , i exported the model in 3ds with wrong parameters ....
it was my fault , i exported the model in 3ds with wrong parameters ....
- Sat Oct 16, 2010 10:43 pm
- Forum: Questions and Help
- Topic: fbx triangle mesh calculation
- Replies: 2
- Views: 2428
fbx triangle mesh calculation
is there any problem with the fbx automatic extraction of the .fbx models ? i used that with lots of .x models and everything works good, when i changed to .fbx some models dont works correctly iam using StaticTriangleGroup.GetVerticesAndIndicesFromModel(model, out vertices, out indices); triangleMe...