Rob Posted May 23, 2012 Share Posted May 23, 2012 We were wondering on what mesh the collision is detected we have a cave which is tesselated so the rocks really pop out but if we make a player on what will it collide? on the original mesh or the tesselated mesh? Link to comment
ulf.schroeter Posted May 23, 2012 Share Posted May 23, 2012 On the original mesh, as tesselation is done on the GPU while collision is detected on CPU side. Link to comment
Rob Posted May 23, 2012 Author Share Posted May 23, 2012 Hmm would there be a way to overcome this issue? We have bits in the cave that stick out about 2 meters so the collision would be really dodgy Link to comment
ulf.schroeter Posted May 23, 2012 Share Posted May 23, 2012 Most probably this would required modifications of your original mesh geomatriy or additional collision meshes capturing these geometry "spikes". Actually my understanding of GPU tesselation is to add surface micro details (e.g stone wall surface geometry) but not large macro details with effects e.g. on collisions. Link to comment
manguste Posted May 24, 2012 Share Posted May 24, 2012 Yep, not possible. As Ulf said, tessellation is for small details or you need to add pure collision geometry that is not rendered adn disable collision option for the tessellated surfaces. Link to comment
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