Hi again
my rig - Vista 64, visual studio 2008
ive solved all the past problems and were all related to the fact that i can only call havok from the same thread that initialized it.
Right now im using simplified tirangle meshes for the collisions, which are all hkpExtendedMeshShapes. In release everything works great, but in debug mode when a collision happens between two meshes a breakpoint happens.
This is the Call Stack
pruebadx10d.exe!hkpTypedBroadPhaseDispatcher::addPairs(hkpTypedBroadPhaseHandlePair * newPairs=0x069c0090, int numNewPairs=0, const hkpCollidableCollidableFilter * filter=0x03117368) Line 53 C++
pruebadx10d.exe!hkpSimulation::collideEntitiesBroadPhaseDiscrete(hkpEntity * * entities=0x0312ec14, int numEntities=1, hkpWorld * world=0x03118e40) Line 437 C++
pruebadx10d.exe!hkpSimulation::collideInternal(const hkStepInfo & stepInfoIn={...}) Line 487 C++
pruebadx10d.exe!hkpSimulation::collide() Line 171 C++
pruebadx10d.exe!hkpSimulation::stepDeltaTime(float physicsDeltaTime=0.010155969) Line 350 C++
pruebadx10d.exe!hkpWorld::stepDeltaTime(float physicsDeltaTime=0.010155969) Line 2111 + 0x16 bytes C++
I also get a message from the error function
.CollideAgent3List3hkpListAgent3.cpp(64): [0xf031ed46] Assert : 't == HK_SHAPE_LIST || t == HK_SHAPE_BV_TREE || t == HK_SHAPE_MOPP'
ive defined the macro _SECURE_SCL=0 in release to make the STL runs faster.
any ideas????
thanks
mesh to mesh collision problem in debug
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