I'm using NewtonWorldRayCast to check if my Ogre light is occluded and display / hide it.
I'm using the OgreNewt BasicRaycast that does this and i found that it does not find collision against ellipse collision body.
If i use mesh ( TreeCollision ) it works correctly and does find the hit.
I could not find information that world ray collision does not find convex collision bodies or something similar, also i've checked the notes on the wiki regarding worldraycast, but all those are fullfilled.
basically it's down to
col = new MogreNewt.CollisionPrimitives.Ellipsoid( world, new Vector3( 50, 40, 50 ), 667 );
vs
col = new MogreNewt.CollisionPrimitives.TreeCollisionSceneParser( world );
the rest of code is the same in both cases.
i have version 2.25, so i tried to recompile with 2.32 but it had exactly the same issue and in 2.32 even the mesh collision became buggy ( sometimes it did not detect any collision though the ray went through the mesh ).
Any suggestions or kicks in proper direction welcome
