hi,
im using softbodies (sdkver 2.73) and for rendering i use the btSoftBody's Node-position/normals.
but whenever there is some action going on (i mean its not in its ref pose), the faces are ripped apart (please check the attached screenie)
i was wondering if the node's positioninfos are meant for rendering, or should i use them to transform the reference vertices bone transformation-like? or is it the model itself that doesnt have a closed surface?
thx
softbody gaps (pic)
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- Posts: 2
- Joined: Wed Dec 03, 2008 10:25 pm
softbody gaps (pic)
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- Posts: 107
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Re: softbody gaps (pic)
Hi
I have my own similar share of problem, but someone here advise me to check if my vertices/mesh are welded properly. I have never tried it yet but would you try it see if it solves the problem and let us know?
Thanks.
I have my own similar share of problem, but someone here advise me to check if my vertices/mesh are welded properly. I have never tried it yet but would you try it see if it solves the problem and let us know?
Thanks.
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- Posts: 2
- Joined: Wed Dec 03, 2008 10:25 pm
Re: softbody gaps (pic)
hi,
if i use the mesh-indexlist (and not btsoftbody's m_faces) to render the vertices, it works. you have to re-map the indices though, since bullet changes the order a bit.
if i use the mesh-indexlist (and not btsoftbody's m_faces) to render the vertices, it works. you have to re-map the indices though, since bullet changes the order a bit.