
I'm trying to use Ogre with ODE or ODE with Ogre (as you prefer) and I'm getting a lots of troubles. First of all I was compiled the double precision version of ode and I always get an NaN error in the collision handling. But right now I've compiled the single precision version, and it seems to be working fine (without the NaN problem). Did some of you get the same problems? Could it be cast conflits between Ogre Real and ODE dReal floating points?
And another thing: right now the collisions doesn't seem to be very well since the objects sometimes submerges to the plane. You can see a video file here (it's very small).
I've loked already to your code, and I don't understand what I'm doing wrong in my collision detection scene.
If anybody want to look to my source code it can be found here
Thanks!
Miguel