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  1. Havok bv tree objects - Intel® Developer Zone

    https://software.intel.com/en-us/comment/1522089

    Sep 9, 2010 ... I'd recommend taking a look at the hkpMoppBvTreeShape, and how to build it. The 'MoppDemo' code in our demo framework would probably ...

  2. How to tag mesh subparts with external material indices - Intel ...

    https://software.intel.com/zh-cn/forums/havok/topic/295835

    2009年6月27日 ... hkpMoppBvTreeShape* moppShape = new hkpMoppBvTreeShape(m_mesh, m_code); will moppShape differ at all if the materials in m_mesh ...

  3. #pragma once #include "DXUT.h" #include "SDKsound.h" //#include ...

    https://software.intel.com/sites/default/files/comment/1734510/gamedefine.h

    ... #include <Physics/Collide/Shape/Convex/Sphere/hkpSphereShape.h> # include <Physics/Collide/Shape/Compound/Tree/Mopp/hkpMoppBvTreeShape.h > ...

  4. 您的位置

    https://software.intel.com/zh-cn/forums/havok/topic/284570

    2011年3月29日 ... I then use a hkpMoppBvTreeShape as shape input for a rigid body. This rigid body is then added to the world just like in the examples given by ...

  5. Havok meshes - Intel® Developer Zone

    https://software.intel.com/fr-fr/forums/havok/topic/283542

    2 juin 2011 ... ... can use hkpExtendedMeshShape. There is a few examples for using those, I would suggest at looking at the method hkpMoppBvTreeShape* ...

  6. Using Vehicle - crash on SetAngularVelocity - Intel® Developer Zone

    https://software.intel.com/it-it/forums/havok/topic/287378

    Gio, 14/10/2010 - 14:27. Hi Chris, just saw your post. Yeah, it's our own terrain. We use hkpMoppBvTreeShape for our mesh. Inizio. Torna al post originale ...

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