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Modifying a render mesh while untouching the physics mesh

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da3dsoul
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Modifying a render mesh while untouching the physics mesh

Postby da3dsoul » 17.03.2012, 03:08

http://freesdk.crydev.net/display/SDKDO ... t+Run-time

That is what I'm going off of.

Ok, so for an example, I have a pulsating sphere I want to make, I have a normal sphere with a simple sphere proxy. I want to keep the physics mesh a simple sphere so I don't need to worry about ridiculous calculations. If I use the method to only modify the render mesh, will the physics proxy remain, or will I need to somehow recreate it and reapply it?

EDIT: I might as well add a little question here: Does the NULL term actually point to a value in CryEngine (like 0), or is it C++?
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Osmodrom
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Re: Modifying a render mesh while untouching the physics mes

Postby Osmodrom » 17.03.2012, 13:46

If you modify the render mesh at runtime the physical mesh should stay untouched by the changes.

The physical mesh doesnt refresh by itself.

The NULL defines 0. Its not defined in the ce solution but in the WinDef.h of the windows framework. This normally gets used to ensure NULL is 0 when your project supports multiple compilers.
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da3dsoul
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Re: Modifying a render mesh while untouching the physics mes

Postby da3dsoul » 17.03.2012, 21:45

Thank You very much.
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