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Commented Issue: AddTorque missing from RigidBody [32935]

A patch will be associated that fixes the problemComments: ** Comment from web user: stilldesign ** Cheers,I've added this patch

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Commented Feature: AddTorque missing from RigidBody [32935]

A patch will be associated that fixes the problemComments: ** Comment from web user: ddaeschler ** Thank you kindly.- David

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Created Issue: Shape ownership model causes issues [32947]

Currently, Shape (Shape.cpp) adds each shape as a child of an actor via the object table. This makes sense because actors do own the shapes that are assigned to them.However, PhysX internally keeps...

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Created Issue: Controller.Move() return type is incorrect [32974]

PxController::move() returns a PxU32 which is a combination of PxControllerFlags that gives you information about what your character has collided with. This information is currently lost in the...

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Commented Issue: Shape ownership model causes issues [32947]

Currently, Shape (Shape.cpp) adds each shape as a child of an actor via the object table. This makes sense because actors do own the shapes that are assigned to them.However, PhysX internally keeps...

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Commented Issue: Shape ownership model causes issues [32947]

Currently, Shape (Shape.cpp) adds each shape as a child of an actor via the object table. This makes sense because actors do own the shapes that are assigned to them.However, PhysX internally keeps...

View Article

Commented Issue: Shape ownership model causes issues [32947]

Currently, Shape (Shape.cpp) adds each shape as a child of an actor via the object table. This makes sense because actors do own the shapes that are assigned to them.However, PhysX internally keeps...

View Article

Commented Issue: Shape ownership model causes issues [32947]

Currently, Shape (Shape.cpp) adds each shape as a child of an actor via the object table. This makes sense because actors do own the shapes that are assigned to them.However, PhysX internally keeps...

View Article


Commented Issue: Shape ownership model causes issues [32947]

Currently, Shape (Shape.cpp) adds each shape as a child of an actor via the object table. This makes sense because actors do own the shapes that are assigned to them.However, PhysX internally keeps...

View Article


Commented Issue: Controller.Move() return type is incorrect [32974]

PxController::move() returns a PxU32 which is a combination of PxControllerFlags that gives you information about what your character has collided with. This information is currently lost in the...

View Article

Commented Issue: Shape ownership model causes issues [32947]

Currently, Shape (Shape.cpp) adds each shape as a child of an actor via the object table. This makes sense because actors do own the shapes that are assigned to them.However, PhysX internally keeps...

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Commented Issue: [Physx 3.x] Absolute paths to SDK in project properties [32633]

In Project properties -> Include directoriesabsolute paths are used, for example "C:\Program Files (x86)\NVIDIA Corporation\NVIDIA PhysX SDK\3.1\SDKs\...".So, project can not be compiled if SDK is...

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Commented Issue: Shape ownership model causes issues [32947]

Currently, Shape (Shape.cpp) adds each shape as a child of an actor via the object table. This makes sense because actors do own the shapes that are assigned to them.However, PhysX internally keeps...

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Created Issue: AddLocalForceAtPosition does the same as...

When I apply a force to a RigidDynamic using AddLocalForceAtPosition I expect the force to be applied in local coordinates at a location defined in global coordinates. Instead, the force seems to be...

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Commented Issue: [Physx 3.x]Acessing Filters and Callbacks in SceneDesc [32292]

In C++ Physx, we have in SceneDesc some callback that we use to filter collisions and other stuffs.But i did not find them in the C# version.i sow in the code that you just plug the default version of...

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Commented Issue: AddLocalForceAtPosition does the same as...

When I apply a force to a RigidDynamic using AddLocalForceAtPosition I expect the force to be applied in local coordinates at a location defined in global coordinates. Instead, the force seems to be...

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Created Issue: ControllerFlags values [33043]

ControllerFlag only contains members for Sides, Up and Down, but whenever the character is moved and it is not colliding with anything, it returns "0". I think this is not an expected behavior in .NET...

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Commented Issue: ControllerFlags values [33043]

ControllerFlag only contains members for Sides, Up and Down, but whenever the character is moved and it is not colliding with anything, it returns "0". I think this is not an expected behavior in .NET...

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Created Issue: [PhysX 3.2] Scene.Actors returns empty array [33182]

The scene can be seen working fine in VisualDebugger but the Scene.Actors will always return an empty array.This is also reproduced in samples.

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Commented Issue: [PhysX 3.2] Scene.Actors returns empty array [33182]

<p>The scene can be seen working fine in VisualDebugger but the Scene.Actors will always return an empty array.</p><p>&nbsp;</p><p>This is also reproducable in...

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