No. The "problem" is that you've never been able to read terrain vertices that way. The example screen shots I posted just use a mesh that looks like a bit of terrain, not an actual terrain scene manager.Monster's newton wrapper gave hangups when you tried to read the terrain vertexes that way. I think the problem is that terrain vertexes are now stored elsewhere
For a large terrain you'd never use a full trimesh collision system since that would use a vast amount of memory if the terrain's anything like a decent size. OgreOde uses ODE's Terrain collision primitive, modified to use a callback for height data, and Ray scene queries. I've no idea whether something like that would be possible with Newton.
You need to look up the code that's been posted a few times on these forums for reading vertex and index data from meshes, and use it to replace my much simplified code round about where it says;I don't really understand what is vertex buffer and i'm just copying yours.Btw,the error occurs in your source code too,so i guess it is my terrain mesh causing the problem
Code: Select all
(TODO: Don't assume the format of the buffers)