thank you very much for your post - I think I have the same problem:
If I take a 3ds Max RepX-File in my physX programm I get the error:
anonymous namespace’::PxCollisionBitMap::operator()() Zeile 51 + 0xa Bytes
physx::PxDefaultSimulationFilterShader()
physx::Ext::DefaultCpuDispatcher::runTask()
physX::Ext::CpuWorkerThread::execute()
If I just change in the RepX-File “4294967295 4294967295 4294967295 4294967295” to “0 0 0 0” it works fine - but I want to use the RepX-File from 3ds Max without any manual change.
You wrote two solutions to solve the problem
a.) modify ExtDefaultSimulationFilterShader and compile your own extention library
b.) make sure all your filtershader nodes use numbers < 32
I think a.) is a workaround in visual studio using PhysX SDK and b.) in 3ds max.
Can you write a little bit more about the two solutions? I am a beginner and don’t know how to solve the problem…
What does “SimulationFilterData” stands for?
the data is used to manage the collisions between rigid bodies in different simulation sets. Only those under a same set will collide to each other. You have to write your own filter codes to handle them.