debug draw all static meshes

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ruggy
Posts: 22
Joined: Sun Jun 03, 2012 3:17 pm

debug draw all static meshes

Post by ruggy »

Hi,
I use the BEPUDebugDrawer to draw debug shapes and my static meshes that I keep a reference too, but is there a way to draw all the static meshes that the space currently knows about? I'm trying to trace an 'invisible collision' bug. The static mesh I managed seems ok but there's something going else on. I tried using Space.Entities and Space.Broadphase but can't figure out how to get the current static mesh list to submit to the debug drawer?
Norbo
Site Admin
Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: debug draw all static meshes

Post by Norbo »

The engine does not need to keep track of an explicit list of meshes, so it doesn't. They do exist in the broad phase, but they're tucked away into the acceleration structure.

The easiest option would be to maintain an external list of meshes.
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