bullet multithreaded bugs

marios
Posts: 52
Joined: Mon Jul 19, 2010 3:11 am

bullet multithreaded bugs

Post by marios »

While converting my physics configuration to multithreaded(everything like in demo) i found some possible bugs:
1. assertion in btAllignedObjectArray when there is no objects in the world and call stepSimulation
2. with getSimulationIslandManager()->setSplitIslands(false); flag NO_COLLISION_RESPONSE doesn't work, there is response
3. locking axis like body->setLinearFactor(btVector3(1,0,1)); body->setAngularFactor(btVector3(0,1,0)); doesn't work with multithreaded - there is rotation on locked axis

Are that known bugs or am I doing something wrong?

edit: it's revision r2485