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
View ArticleCommented Feature: AddTorque missing from RigidBody [32935]
A patch will be associated that fixes the problemComments: ** Comment from web user: ddaeschler ** Thank you kindly.- David
View ArticleCreated 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 ArticleCreated 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 ArticleCommented 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 ArticleCommented 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 ArticleCommented 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 ArticleCommented 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 ArticleCommented 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 ArticleCommented 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 ArticleCommented 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 ArticleCommented 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...
View ArticleCommented 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 ArticleCreated 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...
View ArticleCommented 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...
View ArticleCommented 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...
View ArticleCreated 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...
View ArticleCommented 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...
View ArticleCreated 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.
View ArticleCommented 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> </p><p>This is also reproducable in...
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