Hi, I've searched around the forums and couldnt come up with any topics that answered my question.
So here I go.
I'm researching for a school-project about JigLibX for use within our game. And I'm wondering how you can use the mesh of the object to create the collidablebound.
I've tried this TriangleMesh thingie, but I cant seem to get it to work, also due to the fact that I cant find the VertexProcessor.dll file.
Like if I create a Teapot in 3ds max and export it, I want to get the Teapot to collide where it should collide, and not have to make collidableboxes around it.
Is there another solution? or is the TriangleMesh part the way to go? In that case, how do I proceed to make it work?
I've played around with the JigLibXGame and gotten my model inside and collide by using the TriangleMeshObject. But I also want to be able to spawn this mesh and make it bounce around like all the other primitives. What am I doing wrong?
Anyone that has some inputs on this subject? Would be much appreciated