NewtonTreeCollisionEndBuild crash

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Re: NewtonTreeCollisionEndBuild crash

Postby bmwop » Tue Oct 05, 2010 12:45 pm

There is no problem when a normal newton body collides to the road. So only the raycast car has this problem.
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Re: NewtonTreeCollisionEndBuild crash

Postby Julio Jerez » Tue Oct 05, 2010 1:34 pm

Sorry, I mean a windows demo not linux,
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Re: NewtonTreeCollisionEndBuild crash

Postby bmwop » Tue Oct 05, 2010 2:45 pm

You won't believe it, but if i change my program to use opengl instead of d3d9, everything is okay. I am using irrlicht for the the graphic.

edit: if i use the HighPrecisionFPU in d3d9 it is okay again. Strange it was no problem in earlier newtons. see: http://irrlicht.sourceforge.net/docu/structirr_1_1_s_irrlicht_creation_parameters.html#ac790f1359a357f705bc2a5b24a6cc55d
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Re: NewtonTreeCollisionEndBuild crash

Postby Julio Jerez » Tue Oct 05, 2010 3:13 pm

what is HighPrecisionFPU in D3D?
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Re: NewtonTreeCollisionEndBuild crash

Postby Julio Jerez » Tue Oct 05, 2010 3:22 pm

Oh I see it chneg teh FPU acuracy.

That may cause convehull rutine to fail.
startion with 2.25 newton is using Exact arithmetic in the intenal comutationa algorith.
if for some reason you change the FPU acuracy, the tolerance becume invalid.

I think tah will be the problem

basically teh tolerance in newton is set to

Code: Select all
double add = 1.0;
double epsilon = 1.0;
for (epsilon = 0.5; (add + epsilon) > add; epsilon *= 0.5);

thsio genetate and automatic epsilon equal to teh machine presition,
however because the variable are double, if you change presition to float32
then epsiton become invalid.
I will fix that but making sure the precition is set right befort and after the funtion that use that.
I already do that in buil collsiion tree, bu no in conve Hulls.

Tha was a good bug.
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