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 >>> >> -- >> http://groups.google.com/group/realxtend >> http://www.realxtend.org >> > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > > To unsubscribe, reply using "remove me" as the subject. > -- Bernie Roehl Mail: [email protected] -- http://groups.google.com/group/realxtend http://www.realxtend.org
