I wrote a very simple HLSL shader, but the matrix multiplication confuses me. // The matrix is in column major cbuffer Transform : register(b0) { matrix gViewMatri…
10 years, 4 months ago
I wrote a very simple HLSL shader, but the matrix multiplication confuses me. // The matrix is in column major cbuffer Transform : register(b0) { matrix gViewMatri…
10 years, 4 months ago
10 years, 11 months ago
No I haven't set anything for it. Just simply created a TriangleMesh for it. PhysX have property for every collision object, back in my time it was called "skin width" or…
10 years, 11 months ago
10 years, 11 months ago
I tried to use Physx to impledent a Character Controller(PxController). Physx supports two Controller shapes: Box and Capule. They are defined by PxControllerDesc.Even I set the…
10 years, 11 months ago
I want to attach a PxBoxGeometry to the PxRigidDynamic as a simulation data because Physx doesn't allow TriangleMesh being simulated in a simulated PxRigidDynamic. So I create a…
10 years, 11 months ago
I wrote a very simple HLSL shader, but the matrix multiplication confuses me. // The matrix is in column …
10 years, 4 months ago
No I haven't set anything for it. Just simply created a TriangleMesh for it. PhysX have property for every …
10 years, 11 months ago
Have you set offset/thickness for the ground object as well? No I haven't set anything for it. Just simply created …
10 years, 11 months ago
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