-
|
Hello Everyone! I am currently working on a little project that involves doing collisions checking and I am trying to use the SDF capability that Physx has to offer. for context:
I have been able to generate SDFs and query points successfully on some example water-tight and non-water tight meshes. The issues I am facing are:
Attached here are two files that show how I am trying to setup and query an SDF. Any hints would be greatly appreciated! Environment Information:
|
Beta Was this translation helpful? Give feedback.
Replies: 2 comments
-
|
Hi,
There is also a section about SDFs in the PhysX SDK documentation: https://nvidia-omniverse.github.io/PhysX/physx/5.4.1/docs/RigidBodyCollision.html#dynamic-triangle-meshes-with-sdfs Hope those answers help a bit. |
Beta Was this translation helpful? Give feedback.
-
|
Hello, I'm encountering an Access Violation exception in GPU memory when deserializing certain TriangleMesh assets that contain Signed Distance Fields (SDFs). This happens after I have successfully serialized the mesh to a binary file. While this process works for some meshes, others consistently cause an exception on reload. I am using the binary serialization process for TriangleMeshes as outlined in the PhysX 5.4.1 documentation: https://nvidia-omniverse.github.io/PhysX/physx/5.4.1/docs/Serialization.html. My question is: How is the GPU memory allocated during the deserialization of the SDF, and what could cause an Access Violation in this process? Any guidance on how to debug this exception would be greatly appreciated. |
Beta Was this translation helpful? Give feedback.
Hi,
About your questions: