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Update triangles/vertices @ btTriangleMesh, btCollisionShape

Posted: Sat Jul 26, 2014 1:57 pm
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?

Re: Update triangles/vertices @ btTriangleMesh, btCollisionS

Posted: Mon Jul 28, 2014 10:28 am
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....