Jump to content
  • Advertisement

C++ Need help about bullet3 debug drawer

Recommended Posts

Recently,I am studying bullet3 and DirectX 11.And I got some wired results like the attachments shows.It should be a sphere not a flat plane.

I extended the btIDebugDraw to draw lines.The draw line api works correctly independently.And I traced the call stack and found there was some thing wrong with the bullet transform .I have no idea about how it acts like that. So I ask for help here.Any help or tips will  be apreciated.




Share this post

Link to post
Share on other sites

I haven't used Bullet, but since no one's replied, I'll ask a couple questions. Does the physics simulation itself seem to be working correctly? In what form are you acquiring the transform? Are you sure you're interpreting it correctly (matrix size, element order, etc.)? Are you sure you're passing it to DX correctly? If you use a transform of your own instead (e.g. identity), are the visual results correct?

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!