CollisionForEachPolygonDo (Newton 2)

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Re: CollisionForEachPolygonDo (Newton 2)

Postby Overhertz » Fri Jan 28, 2011 4:33 pm

sorry i will rephrase, they do not work for my engine :) anyways all is working good now thanks.
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Re: CollisionForEachPolygonDo (Newton 2)

Postby Julio Jerez » Fri Jan 28, 2011 5:33 pm

Overhertz wrote:anyways all is working good now thanks.


what do you mean, you figuired out how do display the mesh right?
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Re: CollisionForEachPolygonDo (Newton 2)

Postby Overhertz » Sat Jan 29, 2011 1:20 am

i certainly did, using the code in my previous post :)

by the way, is RayCast car in newton 2.29? and any chance of knowing when next version will be released? i'm having many troubles with 2.29 and below (apart from very old, which i dont want to even think about using 2.03 - too much code change) the raycast functions seem to be exported from dll, but get crash when calling DGRaycastVehicleCreate... for now i recompiled the jointlib for multibody car, which i got working good, but vehicles are maxed out at 50 and too much wheel spin, i wanted really to use raycast functionality since it looks like it can be done to look very good and pretty realistic for GTA4 style car physics. anyways please let me know. :)

-Colin
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Re: CollisionForEachPolygonDo (Newton 2)

Postby Overhertz » Sun Jan 30, 2011 12:05 pm

updated to newton 2.30 and still the same, i narrowed it down, once i've called

ptrJoint := DGRaycastVehicleCreate(0, tireOffset.pointer, ptrBody);

the error first occurs on NewtonUpdate, i have tried with x amount of tires creating with, still error on newton update.
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