ConvexCast Problem

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ConvexCast Problem

Postby Zero » Fri Aug 13, 2010 7:03 pm

Hi
We use OgreNewt with the 2.24 Newton Version.
For you Camera we use a ConvexCast.
And now if we zoom out, we got some problems with that Cast.

This is the Callstack
Code: Select all
Newton.dll!dgCollisionHeightField::GetCollidingFaces()
Newton.dll!dgWorld::CalculateConvexToNonConvexContactsSimd()
Newton.dll!dgWorld::ConvexContactsSimd()
Newton.dll!dgWorld::CollideContinueSimd()


May this is something other, but it occur when we do something with our Camera, which use the ConvexCast.

Regards
Zero
Last edited by Zero on Sat Aug 14, 2010 6:30 pm, edited 1 time in total.
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Re: ConvexCast Problem

Postby Julio Jerez » Fri Aug 13, 2010 7:20 pm

try using the non simd and see if it goes away.

How can zoom affect the controller? does zoom just move the camera away form teh player?
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Re: ConvexCast Problem

Postby Zero » Fri Aug 13, 2010 7:46 pm

try using the non simd and see if it goes away.

What do you mean with this? Where should I change this?

The camera doesnt affect the controller.
Yes the zoom move the camera away from the player and then, when I try to move the camera a bit, I get this error.

Zero
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Re: ConvexCast Problem

Postby Zero » Wed Dec 28, 2011 11:49 pm

Okay after ignoring the bug a long time... This bug still occurs in the newest newton version(last trunk).
But now I can give you more, it crashes in dgCollisionHeightField.cpp in Function "GetCollidingFaces" at line 942.
It seems that the variable "indices" is filled with some weird values like "1115684864".

The scene consists of a lot of TreeCollisions and one HeightfieldCollision, the Camera is 200 units away from the player and the convex cast is used to determine if the view is free.

Zero
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Re: ConvexCast Problem

Postby Julio Jerez » Thu Dec 29, 2011 11:15 am

is this core 300?
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Re: ConvexCast Problem

Postby Zero » Thu Dec 29, 2011 12:39 pm

Nope Core200.
I forgot to say that my Line number refers to the 2.33 version.
But the last trunk version crashed in the same code.
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Re: ConvexCast Problem

Postby Julio Jerez » Fri Dec 30, 2011 8:46 am

you have a version that si quite old, by now.
you should get the code from svn.

also it would be better if you start using core 300. I am re enabling continue collision for core 300 now.
and it will be much better than it was on any previus version.
Core 300 is basically a drop in replacemnet for core 200, but intefanlly they are very different.

for example a new feature in core 300, is that you can do all teh conevx cast and ray cast in parallel evne outside of a simulation loop.
core 300 has everythong core 200 has plus one hell iof a lot more.
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