I don't know the answer to this, but I can speculate. It's possible that the
first submesh is intended to be a low-resolution physics proxy for the
entire object. If I have a very complicated object with lots of polygons,
but only want to do collisions using a simpler version, I could create a
submesh that encloses the object that would be used only by the physics
engine. I would give that submesh a completely transparent material, so it
doesn't render.

As I say, I don't know if that's what they're actually doing or not, it's
just a theory.



On 6 April 2010 00:28, Toni Alatalo <[email protected]> wrote:

> I don't know why the server has been implemented so that it uses the first
> index (what in Ogre is the first submesh) only, might be possible to change
> the logic there so that it creates the collision mesh from all submeshes.
>
>  José Manuel Meza Cano
>>
>
> ~Toni
>
>
>> Académico UNAM - Fes Iztacala
>>
>> Coordinación de educación a distancia - Division de educación continua y
>> vinculación - Facultad de ciencias políticas y sociales.
>>
>>
>>
>> El 01/04/2010, a las 04:21, Gustavo Alberto Navarro Bilbao <
>> [email protected] <mailto:[email protected]>> escribió:
>>
>>  Sorry too for my bad english. Spanish is my first language
>>>  Only the first material index polygons is used in the collisions. If you
>>> to use more materials in the other slots, typical if you export the meshe
>>> from sketchup, for example, you are going to get a phantom meshe in the
>>> parts of the meshe than are using the others materials.
>>>  Becausa that, I'm testing now the utility "ogrescene import" instead to
>>> upload the mese like a 3D object (
>>> http://picasaweb.google.com/alberto.navarro.bilbao/OGRESCRIPTLOADSCENE)
>>>  Alberto
>>>
>>> 2010/4/1 FoxSan Yosuké <[email protected] <mailto:
>>> [email protected]>>
>>>
>>>
>>>    This is an issue that has puzzled me for a long while too. Glad
>>>    to see I am not the only one!
>>>    Does anyone know a solution for this?
>>>
>>>    With kind regards,
>>>
>>>    Foxsan
>>>
>>>
>>>    2010/4/1 José Manuel Meza <[email protected]
>>>    <mailto:[email protected]>>
>>>
>>>
>>>        Hi!
>>>        I have a little problem with the imported objets from
>>>        sketchup to realxtend 0.5
>>>        I use realxtend viewer 0.4 and when I import the objets I can
>>>        walk through, exept in the miidle of the object were the prim
>>>        is located...
>>>        How can I import these objets with the right fisical properties??
>>>
>>>        Maybe the problem is the checkbox "extend properties", but
>>>        this feature is not visible in the viewer 0.4, I read that
>>>        it's only visible in the 0.3 version.
>>>
>>>        Thanks and sorry for the bad english
>>>
>>>        --         _____________________
>>>        Lic. José Manuel Meza Cano
>>>
>>>        Educación a Distancia
>>>        División de Educación Continua y Vinculación
>>>        Facultad de Ciencias Políticas y Sociales
>>>        Universidad Nacional Autónoma de México
>>>
>>>        Profesor ordinario de asignatura
>>>        Licenciatura en psicología
>>>        Sistema de Universidad Abierta y Educación a Distancia
>>>        Facultad de Estudios Superiores Iztacala
>>>        Universidad Nacional Autónoma de México
>>>
>>>        Nos vemos luego, en línea siempre
>>>
>>>
>>>        --         http://groups.google.com/group/realxtend
>>>        http://www.realxtend.org
>>>
>>>
>>>    --     http://groups.google.com/group/realxtend
>>>    http://www.realxtend.org
>>>
>>>
>>> --
>>> http://groups.google.com/group/realxtend
>>> http://www.realxtend.org
>>>
>> --
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>> http://www.realxtend.org
>>
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-- 
  Bernie Roehl
  Mail: [email protected]

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