Update triangles/vertices @ btTriangleMesh, btCollisionShape

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dim_tz
Posts: 11
Joined: Sun Apr 06, 2014 5:27 pm

Update triangles/vertices @ btTriangleMesh, btCollisionShape

Post by dim_tz »

I have a dummy example up and running, that implements a basic scene and collisions.

My scene contains some meshes (2 or 3) of 10k-20k triangles each.
Since I'm planning to use bullet for a tracking application, the simplest way is to remove all objects from my scene and recreate them @ every frame.
However this introduces a very big speed bottleneck.

Is there any way to update vertices/triangles instead of doing the above described procedure?
xexuxjy
Posts: 225
Joined: Wed Jan 07, 2009 11:43 am
Location: London

Re: Update triangles/vertices @ btTriangleMesh, btCollisionS

Post by xexuxjy »

how big are the changes to the meshes , and have you profiled to see exactly where the slowness is? if the changes are fairlly limited then you mgiht get away with just rebuilding sections of the bvh accelerator....
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