Hi, I just added PhysX to my game and trying to resolve collisions, unfortunately, I have a crash on the contact of 2 dynamic objects here:
` struct PxCollisionBitMap
{
PX_INLINE PxCollisionBitMap() : enable(true) {}
Totem3IACW2_Battle.exe!`anonymous namespace'::PxCollisionBitMap::operator()() Line 52 C++
Totem3IACW2_Battle.exe!physx::PxDefaultSimulationFilterShader(unsigned int attributes0, physx::PxFilterData filterData0, unsigned int attributes1, physx::PxFilterData filterData1, physx::PxFlags<enum physx::PxPairFlag::Enum,unsigned short> & pairFlags, const void constantBlock, unsigned int constantBlockSize) Line 284 C++
PhysX3DEBUG_x86.dll!physx::Sc::NPhaseCore::runFilterShader(const physx::Sc::ElementSim & e0, const physx::Sc::ElementSim & e1, unsigned int & attr0, physx::PxFilterData & filterData0, unsigned int & attr1, physx::PxFilterData & filterData1, physx::PxFilterInfo & filterInfo) Line 1166 C++
PhysX3DEBUG_x86.dll!physx::Sc::NPhaseCore::runFilter(const physx::Sc::ElementSim & e0, const physx::Sc::ElementSim & e1, unsigned int filterPairIndex, bool doCallbacks) Line 1200 C++
PhysX3DEBUG_x86.dll!physx::Sc::NPhaseCore::filterRbCollisionPairSecondStage(const physx::Sc::ShapeSim & s0, const physx::Sc::ShapeSim & s1, const physx::Sc::BodySim b0, const physx::Sc::BodySim b1, unsigned int filterPairIndex, bool runCallbacks) Line 1271 C++
PhysX3DEBUG_x86.dll!physx::Sc::NPhaseCore::filterRbCollisionPair(const physx::Sc::ShapeSim & s0, const physx::Sc::ShapeSim & s1, unsigned int filterPairIndex, unsigned int & isTriggerPair, bool runCallbacks) Line 1362 C++
PhysX3DEBUG_x86.dll!physx::Sc::NPhaseCore::onOverlapFilter(physx::Sc::ElementSim volume0, physx::Sc::ElementSim * volume1) Line 204 C++
PhysX3DEBUG_x86.dll!OverlapFilterTask::runInternal() Line 6344 C++
PhysX3DEBUG_x86.dll!physx::Cm::Task::run() Line 67 C++
Can you direct me what can I check to resolve this? It just looks like here:
// Collision Group if (!gCollisionTable[filterData0.word0][filterData1.word0]()) { return PxFilterFlag::eSUPPRESS; }
word0 == 65537
Hi, I just added PhysX to my game and trying to resolve collisions, unfortunately, I have a crash on the contact of 2 dynamic objects here: ` struct PxCollisionBitMap { PX_INLINE PxCollisionBitMap() : enable(true) {}
`
Callstack:
Can you direct me what can I check to resolve this? It just looks like here:
// Collision Group if (!gCollisionTable[filterData0.word0][filterData1.word0]()) { return PxFilterFlag::eSUPPRESS; }
word0 == 65537