Character falling through terrain while walking/running
I'm sorry I haven't gotten to it, this week is a demo week at work, so things are crazy. I'm also trying to find a new job, have an interview in an hour and a half with a company doing OpenGL development on IRIX/Solaris/Linux/Windows. Hopefully I get it!!
I should have some time this weekend to look into it, sorry for the delay.
I should have some time this weekend to look into it, sorry for the delay.
Yeah, funny how I concentrate so much on Windows/DirectX and I get this job offer.....
Well, I have a feeling they want someone more familiar with OpenGL, so most likely won't get the job, but I just got another interview setup with new company, can't tell me what it's about, but I'll find out on the interview!
Well, I have a feeling they want someone more familiar with OpenGL, so most likely won't get the job, but I just got another interview setup with new company, can't tell me what it's about, but I'll find out on the interview!
I seem to have the same problem:
I check the 3dPos on my terrain where my mouse is hhovering, and some spots return (0,0,0) the same value I get when hoovering outside the terrain, it seemes as this would be those "holes" you guys speak of. They are always on the same places.
I have no tips whatsoever though...
I check the 3dPos on my terrain where my mouse is hhovering, and some spots return (0,0,0) the same value I get when hoovering outside the terrain, it seemes as this would be those "holes" you guys speak of. They are always on the same places.
I have no tips whatsoever though...
I've been checking the forums here and there but am still way too busy with work and stuff to take a look into this. I've been working 70+ hours a week and looking for a new job. Lots of real life issues too.
I would try and look at how the triangle selector is generated and be sure that all triangles are present for the terrain at the LOD specified in the generation of the terrain selector. I'll try and take a quick look at the code to see if something changed when this all got implemented into Irrlicht-0.9 as soon as I can...
I would try and look at how the triangle selector is generated and be sure that all triangles are present for the terrain at the LOD specified in the generation of the terrain selector. I'll try and take a quick look at the code to see if something changed when this all got implemented into Irrlicht-0.9 as soon as I can...