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		<title>Forum posts to 'Forums'</title>
		<link>http://imaginary-project.net/forums/</link>
		

		
		<item>
			<title>Re: Rendering .svg images in Qyoto</title>
			<link>http://imaginary-project.net/general-discussion/show/116?showPost=118</link>
			<description>&lt;p&gt;Give up, there's nobody else in this forum... I'm waiting for a reply since weeks...&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: Rendering .svg images in Qyoto</description>
			<pubDate>Sun, 04 Apr 2010 11:25:30 +0000</pubDate>
			<author> </author>
			<guid>http://imaginary-project.net/general-discussion/show/116?showPost=118</guid>
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			<title>Rendering .svg images in Qyoto</title>
			<link>http://imaginary-project.net/general-discussion/show/116</link>
			<description>&lt;p&gt;I have an application where I'm using Qt to render .svg images.  The problem is that I'm writing in C# and I tried hand-wrapping the functions that I wanted in Qt . . . and it's a mess.&lt;/p&gt;&lt;p&gt;Then I stumbled across Qyoto, and my excitement level immediately rose.  This can be the solution to all my problems!&lt;/p&gt;&lt;p&gt;I tried repeating what I did on the C++ side using Qyoto, but a couple things seem to be missing that have hobbled me.  Could someone give me some pointers of how to do what I want to in Qyoto?&lt;/p&gt;&lt;p&gt;I have two issues:&lt;/p&gt;&lt;p&gt;1)  I want to load a QSvgRenderer with an .svg String (not from a file because I alter the .svg dynamically every frame).  This is how I did that in C++:&lt;/p&gt;&lt;p&gt;&lt;div class=&quot;codesnippet&quot;&gt;&lt;p&gt;QSvgRenderer renderer = new QSvgRenderer();&lt;br /&gt;QString qSvgString = QString( svgString );&lt;br /&gt;QXmlStreamReader *xmlReader = new QXmlStreamReader( qSvgString );&lt;br /&gt;bool success = renderer.load( xmlReader );&lt;/p&gt;&lt;/div&gt;&lt;/p&gt;&lt;p&gt;However, in Qyoto, there is no Load method that takes a &lt;div class=&quot;codesnippet&quot;&gt;&lt;p&gt;QXmlStreamReader&lt;/p&gt;&lt;/div&gt;, so I tried this instead:&lt;/p&gt;&lt;p&gt;QByteArray byteArray = new QByteArray( svgString );&lt;br /&gt;String debugString = byteArray.ConstData();&lt;br /&gt;bool success = renderer.Load( byteArray );&lt;/p&gt;&lt;p&gt;The debugString comes back as the .svg text that I would expect, but the Load always fails.  The svgString is the same as in the C++ example, so I'm sure that's right, unless this Load method is expecting some processed data instead of the straight .svg?&lt;/p&gt;&lt;p&gt;2)  I want to take the results and put it in a bitmap.  This is how I did it on the C++ side:&lt;/p&gt;&lt;p&gt;&lt;div class=&quot;codesnippet&quot;&gt;&lt;p&gt;pixmap = new QPixmap( renderer.defaultSize() );&lt;br /&gt;QPainter *painter = new QPainter( pixmap );&lt;br /&gt;renderer.render( painter );&lt;br /&gt;HBITMAP bitmapPtr = pixmap -&amp;gt;toWinHBITMAP();&lt;/p&gt;&lt;/div&gt;&lt;/p&gt;&lt;p&gt;But in Qyoto there is no toWinHBITMAP method.  How would I get the contents into a Bitmap in Qyoto?&lt;/p&gt;&lt;p&gt;Thanks for your help!  You guys rock!&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: Rendering .svg images in Qyoto</description>
			<pubDate>Fri, 19 Mar 2010 16:04:10 +0000</pubDate>
			<author>Eric Burns</author>
			<guid>http://imaginary-project.net/general-discussion/show/116</guid>
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		<item>
			<title>Re: how to get actors</title>
			<link>http://imaginary-project.net/general-discussion/show/112?showPost=114</link>
			<description>&lt;p&gt;very well visited forum, i see...&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: how to get actors</description>
			<pubDate>Mon, 01 Mar 2010 21:29:46 +0000</pubDate>
			<author> </author>
			<guid>http://imaginary-project.net/general-discussion/show/112?showPost=114</guid>
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		<item>
			<title>how to get actors</title>
			<link>http://imaginary-project.net/general-discussion/show/112</link>
			<description>&lt;p&gt;Hi,&lt;/p&gt;&lt;p&gt;i'm trying to create a game with XNA and PhysX-sharp.&lt;/p&gt;&lt;p&gt;My problem is: actors are always null.&lt;/p&gt;&lt;p&gt;the scene itself is initialized correctly (i guess so, there were no errors), but i can't create actors with scene.createActor(actordescription), it always returns null. actordescription.IsValid returns true.&lt;/p&gt;&lt;p&gt;I'm using XNA 3.1 (doesn't matter, or does it?), PhysX-Sharp 0.9.3, got the latest PhysX-Driver and PhysX-SDK 2.8.1.&lt;/p&gt;&lt;p&gt;Hope anybody can help.&lt;/p&gt;&lt;p&gt;Code:&lt;/p&gt;&lt;p&gt;&lt;pre class=&quot;csharp csharp&quot; style=&quot;font-family:monospace;&quot;&gt;&amp;nbsp;&lt;br /&gt;&lt;span style=&quot;color: #008000;&quot;&gt;//global&lt;/span&gt;&lt;br /&gt;Nx.&lt;span style=&quot;color: #000000;&quot;&gt;scene&lt;/span&gt;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&lt;span style=&quot;color: #008000;&quot;&gt;//initialize&lt;/span&gt;&lt;br /&gt;Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxPhysicsSDKDesc&lt;/span&gt; sdkdesc &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxPhysicsSDKDesc&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxSDKCreateError&lt;/span&gt; err &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxSDKCreateError&lt;/span&gt;.&lt;span style=&quot;color: #000000;&quot;&gt;NXCE_NO_ERROR&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;sdk &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; Nx.&lt;span style=&quot;color: #000000;&quot;&gt;PhysXLoader&lt;/span&gt;.&lt;span style=&quot;color: #000000;&quot;&gt;NxCreatePhysicsSDK&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;Nx.&lt;span style=&quot;color: #000000;&quot;&gt;PhysXLoader&lt;/span&gt;.&lt;span style=&quot;color: #000000;&quot;&gt;NX_PHYSICS_SDK_VERSION&lt;/span&gt;, sdkdesc, &lt;span style=&quot;color: #0600FF;&quot;&gt;ref&lt;/span&gt; err&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxSceneDesc&lt;/span&gt; sceneDesc &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxSceneDesc&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;scene &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; sdk.&lt;span style=&quot;color: #000000;&quot;&gt;createScene&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;sceneDesc&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&lt;span style=&quot;color: #008000;&quot;&gt;//procedure: NxActor CreateBox(Matrix world, Vector3 dim, float mass)&lt;/span&gt;&lt;br /&gt;Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxBoxShapeDesc&lt;/span&gt; boxDesc &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxBoxShapeDesc&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;boxDesc.&lt;span style=&quot;color: #000000;&quot;&gt;dimensions&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; swapper.&lt;span style=&quot;color: #000000;&quot;&gt;CreateNxVector&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;dim&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;; &lt;span style=&quot;color: #008000;&quot;&gt;//swapper is a little swapper for XNA-Vectors and matrices and physx&lt;/span&gt;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxActorDesc&lt;/span&gt; actorDesc &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxActorDesc&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxBodyDesc&lt;/span&gt; bodyDesc &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; Nx.&lt;span style=&quot;color: #000000;&quot;&gt;NxBodyDesc&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;bodyDesc.&lt;span style=&quot;color: #000000;&quot;&gt;mass&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; mass;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;actorDesc.&lt;span style=&quot;color: #000000;&quot;&gt;body&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; bodyDesc;&lt;br /&gt;actorDesc.&lt;span style=&quot;color: #000000;&quot;&gt;density&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; 10.0f;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;actorDesc.&lt;span style=&quot;color: #000000;&quot;&gt;globalPose&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; swapper.&lt;span style=&quot;color: #000000;&quot;&gt;CreateNxMat34&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;world&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;actorDesc.&lt;span style=&quot;color: #000000;&quot;&gt;shapes&lt;/span&gt;.&lt;span style=&quot;color: #000000;&quot;&gt;pushBack&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;boxDesc&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;if&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;!&lt;/span&gt;actorDesc.&lt;span style=&quot;color: #000000;&quot;&gt;isValid&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;&lt;br /&gt;  &lt;span style=&quot;color: #0600FF;&quot;&gt;throw&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; Exception&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #A31515;&quot;&gt;&amp;quot;Invalid Box&amp;quot;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;; &lt;span style=&quot;color: #008000;&quot;&gt;//never thrown&lt;/span&gt;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;return&lt;/span&gt; scene.&lt;span style=&quot;color: #000000;&quot;&gt;createActor&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;actorDesc&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&amp;nbsp;&lt;/pre&gt;&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: how to get actors</description>
			<pubDate>Thu, 25 Feb 2010 20:20:13 +0000</pubDate>
			<author> </author>
			<guid>http://imaginary-project.net/general-discussion/show/112</guid>
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			<title>integrate physx sharp</title>
			<link>http://imaginary-project.net/general-discussion/show/110</link>
			<description>&lt;p&gt;In my current game, the way it works is the C++ engine is called through a csharp wrapper that is used for gameplay scripts and all physics etc is done in c++ engine itself. Can i some how reference the physx sharp binaries and use the physics API?&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: integrate physx sharp</description>
			<pubDate>Wed, 07 Oct 2009 01:29:43 +0000</pubDate>
			<author>v b</author>
			<guid>http://imaginary-project.net/general-discussion/show/110</guid>
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			<title>how to setUserContactReport() ?</title>
			<link>http://imaginary-project.net/general-discussion/show/108</link>
			<description>&lt;p&gt;Basing on a sample provided in the PhysX SDK I've been trying to make the physics system notify me when a collision of two specified objects takes place. Simple scene test looks like this (last lines are essential):&lt;/p&gt;&lt;p&gt;&lt;pre class=&quot;csharp csharp&quot; style=&quot;font-family:monospace;&quot;&gt;&amp;nbsp;&lt;br /&gt;        &lt;span style=&quot;color: #0600FF;&quot;&gt;public&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;override&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;void&lt;/span&gt; CreateScene&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;&lt;br /&gt;        &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#123;&lt;/span&gt;&lt;br /&gt;            physicsSpace &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; PhysicsSpace&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;            Matrix transform &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; Matrix.&lt;span style=&quot;color: #000000;&quot;&gt;Identity&lt;/span&gt;;&lt;br /&gt;            Matrix box_transform &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; Matrix.&lt;span style=&quot;color: #000000;&quot;&gt;RotationX&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;3.1415f &lt;span style=&quot;color: #000000;&quot;&gt;/&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;4&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;*&lt;/span&gt; Matrix.&lt;span style=&quot;color: #000000;&quot;&gt;Translation&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;0, 9.81f, 0&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;            NxPlaneShapeDesc planedesc &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; NxPlaneShapeDesc&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;            planedesc.&lt;span style=&quot;color: #000000;&quot;&gt;normal&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; Utils.&lt;span style=&quot;color: #000000;&quot;&gt;vec3&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;0, &lt;span style=&quot;color: #000000;&quot;&gt;1&lt;/span&gt;, 0&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;            planedesc.&lt;span style=&quot;color: #000000;&quot;&gt;d&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; 0;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;            plane &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; physicsSpace.&lt;span style=&quot;color: #000000;&quot;&gt;CreateStatic&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;planedesc, &lt;span style=&quot;color: #0600FF;&quot;&gt;ref&lt;/span&gt; transform&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;            NxBoxShapeDesc boxdesc &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; NxBoxShapeDesc&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;            boxdesc.&lt;span style=&quot;color: #000000;&quot;&gt;dimensions&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; Utils.&lt;span style=&quot;color: #000000;&quot;&gt;vec3&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;2&lt;/span&gt;,&lt;span style=&quot;color: #000000;&quot;&gt;2&lt;/span&gt;,&lt;span style=&quot;color: #000000;&quot;&gt;2&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;            box &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; physicsSpace.&lt;span style=&quot;color: #000000;&quot;&gt;CreateDynamic&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;boxdesc, &lt;span style=&quot;color: #0600FF;&quot;&gt;ref&lt;/span&gt; box_transform, &lt;span style=&quot;color: #000000;&quot;&gt;10&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;            physicsSpace.&lt;span style=&quot;color: #000000;&quot;&gt;Scene&lt;/span&gt;.&lt;span style=&quot;color: #000000;&quot;&gt;setUserContactReport&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; ContactReport&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;            physicsSpace.&lt;span style=&quot;color: #000000;&quot;&gt;Scene&lt;/span&gt;.&lt;span style=&quot;color: #000000;&quot;&gt;setActorPairFlags&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;plane, box, &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;uint&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;NxContactPairFlag.&lt;span style=&quot;color: #000000;&quot;&gt;NX_NOTIFY_ON_TOUCH&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;        &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#125;&lt;/span&gt;&lt;br /&gt;&amp;nbsp;&lt;/pre&gt;&lt;/p&gt;&lt;p&gt;Last two function calls are taken directly from the sdk sample. ContactReport is a class overriding onContactNotify function. But before it's called, following error occurs when the collision takes places:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color:blue&quot;&gt;&lt;br /&gt;System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.\r\n   at PhysX_sharp.NxScene.NxScene_fetchResults_1_INVOKE(HandleRef classPointer, Boolean call_explicit, NxSimulationStatus status, Boolean block)\r\n   at PhysX_sharp.NxScene.fetchResults(NxSimulationStatus status, Boolean block)\r\n ........&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;If there's no userContactReport or NX_NOTIFY is set to ignore nothing wrong happens. It seems that there's a problem with passing a managed c# instance to unmanaged code. My question is how should I use this feature? Is there an alternative?&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: how to setUserContactReport() ?</description>
			<pubDate>Sun, 20 Sep 2009 10:04:47 +0000</pubDate>
			<author> </author>
			<guid>http://imaginary-project.net/general-discussion/show/108</guid>
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			<title>Re: Correct way of setting arrays for triangle mesh</title>
			<link>http://imaginary-project.net/general-discussion/show/98?showPost=102</link>
			<description>&lt;p&gt;I haven't done much with mesh cooking myself so far, but a few things I can come up with are:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Do you initialise the cooking sdk?&lt;br /&gt;&lt;/li&gt;&lt;li&gt;What does meshDesc.isValid() return?&lt;br /&gt;&lt;/li&gt;&lt;li&gt;NxStream is, afaik, just an abstract class which need an implementation.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: Correct way of setting arrays for triangle mesh</description>
			<pubDate>Sun, 01 Feb 2009 21:38:09 +0000</pubDate>
			<author>Ilmar Kruis</author>
			<guid>http://imaginary-project.net/general-discussion/show/98?showPost=102</guid>
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			<title>Re: Correct way of setting arrays for triangle mesh</title>
			<link>http://imaginary-project.net/general-discussion/show/98?showPost=100</link>
			<description>&lt;p&gt;This is my code, coocked returns false, and it crashes on last line&lt;/p&gt;&lt;p&gt;&lt;pre class=&quot;csharp csharp&quot; style=&quot;font-family:monospace;&quot;&gt;&amp;nbsp;&lt;br /&gt;NxTriangleMesh mesh &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; sdk.&lt;span style=&quot;color: #000000;&quot;&gt;createTriangleMesh&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;stream&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;        &lt;span style=&quot;color: #0600FF;&quot;&gt;private&lt;/span&gt; NxActor CreateActorFromFile&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;string&lt;/span&gt; filename&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;&lt;br /&gt;        &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#123;&lt;/span&gt;&lt;br /&gt;            MeshManager meshManager &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; MeshManager&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;            NxActor actor &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; null;&lt;br /&gt;            NxVec3&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#91;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#93;&lt;/span&gt; vertices;&lt;br /&gt;            &lt;span style=&quot;color: #0600FF;&quot;&gt;int&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#91;&lt;/span&gt;,&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#93;&lt;/span&gt; indices;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;            meshManager.&lt;span style=&quot;color: #000000;&quot;&gt;GetMesh&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;filename, &lt;span style=&quot;color: #0600FF;&quot;&gt;out&lt;/span&gt; vertices, &lt;span style=&quot;color: #0600FF;&quot;&gt;out&lt;/span&gt; indices&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;            &lt;span style=&quot;color: #008000;&quot;&gt;// create stream&lt;/span&gt;&lt;br /&gt;            NxStream stream &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; NxStream&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;            NxTriangleMeshDesc meshDesc &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; NxTriangleMeshDesc&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;            &lt;span style=&quot;color: #008000;&quot;&gt;// go unsafe&lt;/span&gt;&lt;br /&gt;            &lt;span style=&quot;color: #0600FF;&quot;&gt;unsafe&lt;/span&gt;&lt;br /&gt;            &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#123;&lt;/span&gt;&lt;br /&gt;                &lt;span style=&quot;color: #008000;&quot;&gt;// fix pointers&lt;/span&gt;&lt;br /&gt;                &lt;span style=&quot;color: #0600FF;&quot;&gt;fixed&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;int&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;*&lt;/span&gt; pIndices &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; indices&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;&lt;br /&gt;                &lt;span style=&quot;color: #0600FF;&quot;&gt;fixed&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;NxVec3&lt;span style=&quot;color: #000000;&quot;&gt;*&lt;/span&gt; pVertices &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; vertices&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;&lt;br /&gt;                &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#123;&lt;/span&gt;&lt;br /&gt;                    &lt;span style=&quot;color: #008000;&quot;&gt;// assign pointers&lt;/span&gt;&lt;br /&gt;                    meshDesc.&lt;span style=&quot;color: #000000;&quot;&gt;triangles&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; IntPtr&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;void&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;*&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;pIndices&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;                    meshDesc.&lt;span style=&quot;color: #000000;&quot;&gt;points&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;new&lt;/span&gt; IntPtr&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;void&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;*&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;pVertices&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;                    meshDesc.&lt;span style=&quot;color: #000000;&quot;&gt;pointStrideBytes&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;uint&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;sizeof&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;NxVec3&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;                    meshDesc.&lt;span style=&quot;color: #000000;&quot;&gt;numVertices&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;uint&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;vertices.&lt;span style=&quot;color: #000000;&quot;&gt;Length&lt;/span&gt;;&lt;br /&gt;                    meshDesc.&lt;span style=&quot;color: #000000;&quot;&gt;numTriangles&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;uint&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;indices.&lt;span style=&quot;color: #000000;&quot;&gt;Length&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;/&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;3&lt;/span&gt;;&lt;br /&gt;                    meshDesc.&lt;span style=&quot;color: #000000;&quot;&gt;triangleStrideBytes&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;3&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;*&lt;/span&gt; &lt;span style=&quot;color: #0600FF;&quot;&gt;sizeof&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;&lt;span style=&quot;color: #0600FF;&quot;&gt;int&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;                    meshDesc.&lt;span style=&quot;color: #000000;&quot;&gt;flags&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; 0;&lt;br /&gt;                    meshDesc.&lt;span style=&quot;color: #000000;&quot;&gt;heightFieldVerticalAxis&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; NxHeightFieldAxis.&lt;span style=&quot;color: #000000;&quot;&gt;NX_Z&lt;/span&gt;;&lt;br /&gt;                    meshDesc.&lt;span style=&quot;color: #000000;&quot;&gt;heightFieldVerticalExtent&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; &lt;span style=&quot;color: #000000;&quot;&gt;-&lt;/span&gt;1000.0f;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;                    &lt;span style=&quot;color: #008000;&quot;&gt;// create mesh&lt;/span&gt;&lt;br /&gt;                    NxCookingInterface cooking &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; PhysXLoader.&lt;span style=&quot;color: #000000;&quot;&gt;NxGetCookingLib&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;PhysXLoader.&lt;span style=&quot;color: #000000;&quot;&gt;NX_PHYSICS_SDK_VERSION&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;                    &lt;span style=&quot;color: #0600FF;&quot;&gt;bool&lt;/span&gt; cooked &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; cooking.&lt;span style=&quot;color: #000000;&quot;&gt;NxCookTriangleMesh&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;meshDesc, stream&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;                &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#125;&lt;/span&gt;&lt;br /&gt;            &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#125;&lt;/span&gt;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;            NxTriangleMesh mesh &lt;span style=&quot;color: #000000;&quot;&gt;=&lt;/span&gt; sdk.&lt;span style=&quot;color: #000000;&quot;&gt;createTriangleMesh&lt;/span&gt;&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#40;&lt;/span&gt;stream&lt;span style=&quot;color: #000000;&quot;&gt;&amp;#41;&lt;/span&gt;;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;&amp;nbsp;&lt;br /&gt;            &lt;span style=&quot;color: #0600FF;&quot;&gt;return&lt;/span&gt; actor;&lt;br /&gt;        &lt;span style=&quot;color: #000000;&quot;&gt;&amp;#125;&lt;/span&gt;&lt;br /&gt;&amp;nbsp;&lt;/pre&gt;&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: Correct way of setting arrays for triangle mesh</description>
			<pubDate>Sat, 31 Jan 2009 15:21:34 +0000</pubDate>
			<author>Anders Malmgren</author>
			<guid>http://imaginary-project.net/general-discussion/show/98?showPost=100</guid>
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			<title>Correct way of setting arrays for triangle mesh</title>
			<link>http://imaginary-project.net/general-discussion/show/98</link>
			<description>&lt;p&gt;Hi.&lt;br /&gt;I've written a parser for .x directx files that will create a NxVec3 array of vertices and a uint32 array size of (x, 3) of indicies.&lt;/p&gt;&lt;p&gt;But the properties only takes pointers, whats the correct way of settings these two properties?&lt;/p&gt;&lt;p&gt;Best Regards, Anders&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: Correct way of setting arrays for triangle mesh</description>
			<pubDate>Sat, 31 Jan 2009 12:58:10 +0000</pubDate>
			<author>Anders Malmgren</author>
			<guid>http://imaginary-project.net/general-discussion/show/98</guid>
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		<item>
			<title>Re: Scene::createJoint() problem</title>
			<link>http://imaginary-project.net/general-discussion/show/88?showPost=96</link>
			<description>&lt;p&gt;Thanks. Now it works&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: Scene::createJoint() problem</description>
			<pubDate>Sun, 21 Dec 2008 12:41:07 +0000</pubDate>
			<author> </author>
			<guid>http://imaginary-project.net/general-discussion/show/88?showPost=96</guid>
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