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PostPosted: Wed Feb 22, 2012 11:24 am 
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Joined: Wed Dec 30, 2009 7:12 pm
Posts: 22
I have implemented smooth heightmap-based terrain by using a bunch of trapezoids arranged in a row. It usually works well, but I noticed that proxies and pairs still get created between the terrain parts, even though they are not supposed to collide with each other (using a contact filter) and they are all fixed. If the terrain is too wide, the number of proxies is high enough to crash the game. Is it necessary to create proxies and pairs for fixed shapes that are all attached to the same body?


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PostPosted: Wed Feb 22, 2012 6:04 pm 
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Joined: Tue Jun 24, 2008 8:25 pm
Posts: 1959
Location: Tokyo
Pairs should not be made between fixtures on the same body... (see b2ContactManager::AddPair)
Are you sure they are on the same body... or the Box2D you're using is up to date?


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PostPosted: Fri Feb 24, 2012 4:09 pm 
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Joined: Thu Sep 06, 2007 12:34 am
Posts: 2946
There are no more pair objects in the current version of Box2D. Contacts are not created between static bodies.


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