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#Actual___

Posted 08 October 2012 - 08:09 PM

why do you tarnsform your level? eys you should transform verts once and then check collision or store two vb one standard second rotated, if you want to check for collision transformed vert in fly you should consider that this will require more computations = slower, so transform them one and then check, BUT the best solution for you(if your scene objects are in example always rtoating ) transform the collision test points not whole vertex array, do you understand me?

#1___

Posted 08 October 2012 - 08:08 PM

why do you tarnsform your level? eys you should transform verts once and then check collision or store two vb one standard second rotated, if you want to check for collision transformed vert in fly you should consider that this will require more computations = slower, so transform them one and then check, BUT the best solution for you(if your scene object aer in example always rtoating ) transform the collision test points not whole vertex array, do you understand me?

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