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Re: Dynamic Mesh -> what Class ?
Posted: Fri Feb 24, 2012 1:06 am
by Pavi
As you said I had to move the init instructions to the physic thread. I'm not very experienced with threads so i hope this will keep working, or i will just get rid of it. I think it's not necessary for what I'm trying to achieve, but I'm always trying to get the best performance

Re: Dynamic Mesh -> what Class ?
Posted: Fri Feb 24, 2012 11:03 am
by Norbo
I implemented a few more things to help unstuck objects between triangles in the
development fork. I'll get to the other reports over the next few days.
Re: Dynamic Mesh -> what Class ?
Posted: Tue Feb 28, 2012 1:34 am
by Norbo
I got around to the MobileMesh issue- it seems to be related to simulation islands. A temporary workaround would be to set the entity.ActivityInformation.IsAlwaysActive to true. I'll try to get a fix on the development fork later tonight.
Re: Dynamic Mesh -> what Class ?
Posted: Tue Feb 28, 2012 2:26 am
by Norbo
The development fork now includes a fix to the mobile mesh-mobile mesh island issue. No related character controller issues were seen; only the regular slowdown from too many collisions going on.
Re: Dynamic Mesh -> what Class ?
Posted: Tue Feb 28, 2012 11:20 pm
by Pavi
thank you very much! works very well now.
Re: Dynamic Mesh -> what Class ?
Posted: Wed Feb 29, 2012 2:37 am
by Norbo
It appears the graphical issue is at least partially caused by the convex hull algorithm getting confused. That particular model has a lot of redundant points in it which the current implementation doesn't like too much. The result is a triangulation which has many unnecessary degenerate and internal triangles. How that manages to confuse the renderer so thoroughly is still unknown.
Thanks for testing/finding and reproducing these issues!
