Hello Carlos!

We use a TriangleRecorder (it's a NodeVisitor) and applies that to our
terrain nodetree. It records vertices and triangles on all drawables.
We then memcpy those into ode::dVector3[numVertices] (vertices) and
int[3*numTriangles] (triangles). Then run

dGeomTriMeshDataBuildSimple(
and
dCreateTriMesh

unfortunately a cannot publish any code. I once had a plan to
implement this better in my spare time but haven't got around to it
yet. Yuo might watn to look at Delta3d since I know that they
integrate ode with osg. I haven't looked at ode code in Delta3d myself
but I'm sure it fine.

Also:
 * the above simple description doesn't mention dynamic(paged) terrain
so you may need to think about that.
 * Some of the terrains we have tried have been simplified, i.e. some
trianles are very large, and ode seems to have problems with that.

hope this helps
Mattias


On 8/18/08, Carlos Sanches <[EMAIL PROTECTED]> wrote:
> Hi!
> I m doing collisions using ODE with OSG and this is very cool, but , I want
> to do a deformed ground with some triangles in 3DSMAX for example. I know
> that I have to use trimesh but how do I have to load the object ground that
> ODE understand ??
>
> Have anybody an example using trimesh ??
>
> Thank you!
>
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