I’m trying to cook some triangle meshes for expansive terrain and I’m getting the following error
PhsyX SDK Error: TriangleMesh: triangles are too big, reduce their size to increase simulation stability! : …\PhysXCooking\src\InternalTriangleMeshBuilder.cpp(249)
First off, why does stability suffer with fewer and larger triangles? Is there a way to ignore that check?
I don’t want to tesselate things arbitrarily without some kind of knowledge of what the expectations of this are, so is there any additional information that would help me narrowly target the tesselation to the problem triangles?