The way btGimpactTriangleMeshShapes are designed they do not retain ownership
of their vertex and index data. btBulletWorldImporter currently does not create
a run time copy of this data so once loadFile() finishes, the
btStridingMeshInterfaceData structures used during the load are discarded and
the btGimpactTriangleMeshShape will crash during a debugRender call or
collision test.
I've included a patch file that fixes this problem for the time being. It might
be worth exploring changing the design of btGimpactTriangleMeshShapes to take
owner ship of this data or to make its own copy of it, but this fix takes care
of the problem in a way in tune with how btBulletWorldImporter manages data.
Original issue reported on code.google.com by cont...@vicariousentertainment.com on 15 Feb 2011 at 2:00
Original issue reported on code.google.com by
cont...@vicariousentertainment.com
on 15 Feb 2011 at 2:00Attachments: