I get sometimes a deterministic “bug”:
I know overlapMultiple is deprecated, but maybe this “bug” is in other PhysX versions too.
The “bug” is that you only get 1 hit on your overlapMultiple(…) as result, which cant be because I have many other shapes which touch it. With normlized values I get the right count of hits.
This is the value which breaks the overlapMultiple(…) (not normalized)
w: 0.50009 x: -0.50000 y: -0.50000 z: 0.50009
(So I guess there should be somewhere marked that only normalized values are valid)
But after I normalizing:
w: 0.50004 x: -4.99996 y: -4.99996 z: 0.50004
With this new value, the overlapMultiple(…) works again.
Should there an assert that you are using a rotation which isnt normalized?
Without normalizing, everything seems to works perfectly, but only sometimes it doesnt.
(After playing around I found this value above - I forgot to normalize my rotation calculation)
I have another question: When will be PhysX 3.3 (non beta) released?
Or maybe another new version?
Its almost 5 months ago where Nvidia released the PhysX 3.3 beta.
( I know you had much to do, but … we would like to see something more in this SDK…)