Skip to content

PxParticleClothCooker #189

Closed Answered by rossetti73
rossetti73 asked this question in Q&A
Discussion options

You must be logged in to vote
          I allocate buffer  in different way like this now work well thanks. 
   ```
   gSpringBuffer = (PxParticleSpring*)malloc(constraintCount * sizeof(PxParticleSpring));
	for (PxU32 i = 0; i < constraintCount; i++)
	{
		PxParticleClothConstraint& c1 = constraintBuffer[i];
			gSpringBuffer[i].ind0 = c1.particleIndexA;
			gSpringBuffer[i].ind1 = c1.particleIndexB;
			gSpringBuffer[i].length = c1.length;
			gSpringBuffer[i].stiffness = StifnessHC;
			gSpringBuffer[i].damping = springDamping;
			gSpringBuffer[i].pad = c1.constraintType;
			numSprings++;
	}

Replies: 1 comment

Comment options

You must be logged in to vote
0 replies
Answer selected by rossetti73
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Category
Q&A
Labels
None yet
1 participant