Original Post
Hi all,
Currently I'm working on phyics part of my renderer. I'm using nVidia PhysX.
I want to render bounding boxes of models as a physics debugging. Now I can create seperate bounding boxes for all subsets of the mesh. But when I transform'em and render, they're all positioning at the center of the model (i.e. center of the model's bounding sphere).
For example, I've a car and it has wheels and body as different subsets. I create bounding boxes for'em (with correct vMax and vMin values), then render. But I see wheels' bounding volumes are positioned at the center of model.
How can I solve this problem?
Thanks in advance.
[Edited by - programci_84 on October 16, 2010 8:02:07 PM]
Currently I'm working on phyics part of my renderer. I'm using nVidia PhysX.
I want to render bounding boxes of models as a physics debugging. Now I can create seperate bounding boxes for all subsets of the mesh. But when I transform'em and render, they're all positioning at the center of the model (i.e. center of the model's bounding sphere).
For example, I've a car and it has wheels and body as different subsets. I create bounding boxes for'em (with correct vMax and vMin values), then render. But I see wheels' bounding volumes are positioned at the center of model.
How can I solve this problem?
Thanks in advance.
[Edited by - programci_84 on October 16, 2010 8:02:07 PM]