csColliderActor::AdjustForCollisions (oldpos, newpos, vel, delta) doesn't seem to be describing a rotation. How is Move and SetRotation supposed to be working with AdjustForCollisions? You can just use AdjustForCollisions on its own.
On Wednesday 04 June 2008 17:39:09 Jorrit Tyberghein wrote: > Depends on what collider boxes you mean. How do you get them? > > Greetings, > > On Tue, Jun 3, 2008 at 8:07 PM, Amir Taaki <[EMAIL PROTECTED]> wrote: > > Am I correct in thinking that mesh object collider boxes aren't > > transformed according to the iMovable? I have a test case where the > > collider box correctly follows the translation but not the rotation of > > the mesh. Thanks. > > > > ------------------------------------------------------------------------- > > This SF.net email is sponsored by: Microsoft > > Defy all challenges. Microsoft(R) Visual Studio 2008. > > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > > _______________________________________________ > > Crystal-main mailing list > > [email protected] > > https://lists.sourceforge.net/lists/listinfo/crystal-main > > Unsubscribe: > > mailto:[EMAIL PROTECTED] ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
