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#ActualN01

Posted 05 September 2013 - 03:17 AM

if i pass my scene, without re-scaling it to lower size with all the default parameters, it's super slow-mo. and objects with the mass of dozens already start to freak out(penetrating through static actors, bouncing weirdly or falling through completely). smaller objects(up to 5 units) are also slow-mo. that's why i figured problem is my scene's size, but it just doesn't sound right.

 

 

here's how i set object's transformations:

 glmTempMatrix = glm::translate(glm::mat4(), Objects[f].position.toVec3());
 glmTempMatrix = glm::rotate(glmTempMatrix , Objects[f].rotation.x, 1.0f, 0.0f, 0.0f);
 glmTempMatrix = glm::rotate(glmTempMatrix , Objects[f].rotation.y, 0.0f, 1.0f, 0.0f);
 glmTempMatrix = glm::rotate(glmTempMatrix , Objects[f].rotation.z, 0.0f, 0.0f, 1.0f);

 pxTempMatrix = PxMat44(glm::value_ptr(glmTempMatrix));

 convexEntities[dynamicEntityId].mDynamicActor->setGlobalPose(PxTransform(pxTempMatrix));

 //note: not re-scaling factor, jsut a normal objects's scale in a real scene.
 PxMeshScale scale(PxVec3(Objects[f].scale.x, Objects[f].scale.y, Objects[f].scale.z), PxQuat::createIdentity());
 PxShape* aConvexShape = convexEntities[dynamicEntityId].mDynamicActor->createShape(PxConvexMeshGeometry(convexMesh, scale), *mDynamicMaterial);

#3N01

Posted 05 September 2013 - 03:13 AM

if i pass my scene, without re-scaling it to lower size with all the default parameters, it's super slow-mo. and objects with the mass of dozens already start to freak out(penetrating through static actors, bouncing weirdly or falling through completely). smaller objects(up to 5 units) are also slow-mo. that's why i figured problem is my scene's size, but it just doesn't sound right.


#2N01

Posted 05 September 2013 - 03:12 AM

if i pass my scene, without re-scaling it to lower size with all the default parameters, it's super slow-mo. and objects with the mass of dozens already start to freak out(penetrating through static actors, bouncing weirdly or falling through completely). smaller objects(up to 5 units) are also slow-mo. that's why i figured problem is my scene's size, but it just doesn't sound right.

 

here's how i set object's transformations:

 

tempMatrix = glm::translate(glm::mat4(), Objects[f].position.toVec3() * reScale);
                tempMatrix = glm::rotate(tempMatrix, Objects[f].rotation.x, 1.0f, 0.0f, 0.0f);
                tempMatrix = glm::rotate(tempMatrix, Objects[f].rotation.y, 0.0f, 1.0f, 0.0f);
                tempMatrix = glm::rotate(tempMatrix, Objects[f].rotation.z, 0.0f, 0.0f, 1.0f);

                pxTempMatrix = PxMat44(glm::value_ptr(tempMatrix));


#1N01

Posted 05 September 2013 - 03:08 AM

if i pass my scene, without re-scaling it to lower size with all the default parameters, it's super slow-mo. and objects with the mass of dozens already start to freak out(penetrating through static actors, bouncing weirdly or falling through completely). smaller objects(up to 5 units) are also slow-mo. that's why i figured problem is my scene's size, but it just doesn't sound right.


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