Hi there,
first - my apologies if this is answered elsewhere, I spent a while searching the forums but to no avail.
I've just leapt from 1.53 to 2.24 in order to get the iPhone libraries, but I'm having problems with 2.24 on Windows at the moment. I've taken a project which works just fine under 1.53, and updated the API usage to conform with 2.24. Largely this involved the additional arg passing of -1 for shapeId, and 0 for threadIndex (it's single threaded) . No logic has changed on my side of the fence, and the update was quite smooth.
But, when running my project - everything falls through the "floor" of the room mesh which acts as the container for the scene. The room is constructed from a model by adding each tri to a CollisionTree, and then finally passing that to the NewtonBody to construct it from the NewtonCollision object.
Basically, it seems the room is always asleep/in equilibrium - even when I immediately call NewtonBodySetAutoSleep(body, 0) as soon as I construct it - somehow it gets turned back on (no code of mine does this, I've ripped out all possible calls). I've got debug rendering which colours the mesh based on it's sleep/frozen/autosleep settings, so it's easy to spot what's happening.
My other objects behave just fine against each other - even when allowing AutoSleep - the only difference is that they are created using NewtonCreateConvexHull(...)
Even if I fire a working object at the faces of the room, the room doesn't wake up on contact and the object goes sailing right through it.
Any ideas? I've missed something in the API update? Some new logic path/setting which is needed?
Thanks in advance!