Seems to work now.
As a note to irrBullet users:
don't try to change the userPointer of a bullet body, irrBullet will set it to a SCollisionObjectIdentification pointer with information about the ICollisionObject automatically.
Search found 4 matches
- Mon Oct 20, 2014 12:41 pm
- Forum: Game Programming
- Topic: [irrBullet] Runtime crash when using IAttributes
- Replies: 4
- Views: 4657
- Mon Oct 20, 2014 12:34 pm
- Forum: Game Programming
- Topic: [irrBullet] Runtime crash when using IAttributes
- Replies: 4
- Views: 4657
Re: [irrBullet] Runtime crash when using IAttributes
I might have found the problem by looking at what the getBody function actually does, apperantly it uses the "userpointer" of the bullet body, but I used it myself too and have probably set it to a different value.
I'll see if it works after having changed the function.
I'll see if it works after having changed the function.
- Mon Oct 20, 2014 12:29 pm
- Forum: Game Programming
- Topic: [irrBullet] Runtime crash when using IAttributes
- Replies: 4
- Views: 4657
Re: [irrBullet] Runtime crash when using IAttributes
That would be a bug in irrBullet and I assume that when there is a collision there are 2 objects involved.CuteAlien wrote:Maybe your getBody functions return uninitialized pointers?
But an uninitialized pointer would explain why it acts like a nullpointer.
- Mon Oct 20, 2014 9:46 am
- Forum: Game Programming
- Topic: [irrBullet] Runtime crash when using IAttributes
- Replies: 4
- Views: 4657
[irrBullet] Runtime crash when using IAttributes
I have the following code to process irrBullet collisions executed 60 times per second: void processCollisions(){ for(unsigned int i=0; i < world->getNumManifolds(); i++){ ICollisionCallbackInformation *info = world->getCollisionCallback(i); unsigned int numContacts = info->getPo...