, Sr. Member
Thx for the response and nice to meet you loth, but use this type of collision object can cause Jitter or not ?
I have found this:
// Large convex mesh and raycast vehicle are not good friends. We had the same issue in the vehicle based game we
// are working on. The easy fix we did was to use btBvhTriangleMeshShape for all our fixed ground parts.
//
// However, we are still using kinematic rigid bodies for some moving parts, so we are still watching for the problem
// to arise, because we are not sure yet if we can use btBvhTriangleMeshShape for kinematic objects…
// Because the large size of the ground shape will make the convex cast algo used in wheel-cast unprecise, so you will
// see the wheel jitter, the easiest way to get rid of this is to use triangle mesh to represent a large size ground
// shape,for example use 100*100 triangle mesh to replace a large box shape ground object ,this will get rid of this problem
Yes i can try this method, but:
Vertex buffer ( DirectX manual say ) is type of FVF ( Flexible Buffer Format ) this means ( VERTEX COORD, UV COORD ) ecc…
But in this case, i speak about Away framework, i think this problem must be corrected.
Yes this can be a good trick but the problem remains…
So, i hope, this problem can be fixed in the FINAL release and anyway really thanks for the reply