[ODE] Incorrect depth on trimesh collisions

Jon Watte (ODE) hplus-ode at mindcontrol.org
Sun Aug 5 01:45:28 MST 2007

First, you might want to upgrade to versio 0.8, which is the lastest 

Second, are you setting the "previous transform" of the trimesh object 
(not the data object) each frame? That's necessary to allow the trimesh 
collider to give less arbitrary penetrations.


             / h+

Joost van Dongen wrote:
> Hello all,
> I am working on a game with some physicsed trimesh objects, but they 
> bounce through the level at extreme speeds. After a lot of research 
> into what was happening, I found out that this happened because the 
> depth that was reported by the collision detection is way too large, 
> resulting in values like 6.1 when the real value was more like 0.05. I 
> checked this by drawing the collisions in my game and they are indeed 
> way too deep. I am using ODE 0.5 (the one destributed with the 
> OGRE-engine) and am using the functions
> dGeomTriMeshDataBuildSingle1() and dCreateTriMesh() to create the 
> collision detection objects. The collision positions seem to be 
> totally okay, only the depths are broken. I think the problem only 
> exists with trimesh-to-trimesh collisions and not with 
> trimesh-to-sphere collisions.
> So my question is: what might be causing this? I have no clue 
> whatsoever what I might be doing wrong, especially as the collision 
> positions are not broken.
> Thanks in advance!
> Greetz,
> Joost "Oogst" van Dongen
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