I am busy implementing OgreNewt and I came across a bounding box issue.
I created a scenenode and showed the bounding box and the size of the bb was quite a bit greater than the actual mesh. The size also got worse as the scenenode moved.
To test I put two tests together and I got the following results. The two nodes in the image are straight OGRE nodes with no physics.

The code is as follows:
Code: Select all
SceneNode* n1 = mSceneMgr->getRootSceneNode()->createChildSceneNode();
Entity* e1 = mSceneMgr->createEntity("sadas1", "crate.mesh");
e1->setNormaliseNormals(true);
n1->attachObject(e1);
n1->setPosition(Vector3(1300, 350, 1300));
n1->showBoundingBox(true);
n = mSceneMgr->getRootSceneNode()->createChildSceneNode();
Entity* e = mSceneMgr->createEntity("sadas", "crate.mesh");
e->setNormaliseNormals(true);
n->attachObject(e);
n->setPosition(Vector3(1280, 350, 1300));
n->showBoundingBox(true);
As you can imagine this gives horrible results when applying physics as the objects elevate off the ground. Are there any fixes for this or is this a bug?
The meshes are from the OgreNewt demos.
Thanks
