Technique for allowing blendings of StaticModels?

Hello,
I have a ‘beam’ that is a scaled StaticModel cylinder and a weapon whose bullet is a StaticModel too.
What material Technique may i use to blend these two together?

grokko

it isn’t clear what you want to achieve. May I ask you for a simple sketch or reference image?

Hi,
Sorry if my question wasn’t clear…

How can I blend two StaticModels together?

I have a LogicComponent which shoots a queue of StaticModel Nodes into the space. They’re load balanced so they
shoot and perform really well…but sometimes when I launch a flurry of shots in the space, and then turn a couple of degrees and launch more…the bullet Nodes hit each other and explode
on each other,

I’m kinda new to the great Urho so I suppose such a device of blending might be a technique?

Mike

Sounds like you have physics issue. You have to move bullet colliders to a separate layer and disable collisions with the same layer. This way bullets won’t collide with eachother only with non-bullet objects.

You have to move bullet colliders to a separate layer and disable collisions with the same layer.

Hi,
Thanks for helping! You mean like this…?

bd->SetCollisionLayer(1);
bd->SetCollisionEventMode(COLLISION_NEVER);

wherein ‘bd’ is a RigidBody pointer.

I tried a couple combinations, still nothing…

Mike

// for bullets
body->SetCollisionLayer(0x01);
body->SetCollisionMask(0x10);

// for targets
body->SetCollisionLayer(0x10);
body->SetCollisionMask(0x01);

You can use this layer and mask patten to avoid collision btw bullets.