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Okay I got it working. For everyone who faces this in the future.. Note : I use Cocos3D (2D) functions to draw the line. So this is not a generic solution. This is how I done it. 1) Create a RuleSet objective C class RuleSet.h #import "CC3Scene.h" @interface RuleSet : NSObject{ } @property(strong, nonatomic) CC3Scene *currentScene; @property (...


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Well, I got this working. I had to make some changes. For starters, I did throw out the Bullet wrapper, and used my own code to create physics bodies. These are the changes I have done. Changes in code My initializeScene method now looks like this -(void) initializeScene { // Create the camera, place it back a bit, and add it to the scene CC3Camera*...


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Since you have already solved the first problem, I will only address the second problem The code you have does not really show where you generate the model, view & projection matrices, so it is difficult to exactly pin-point the problem position for you You should maintain separate View & Projection matrices. If you use a library such as glm, which ...


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Guess this is a rounding issue. Have you tried rounding your vertex coordinates?


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Okay, I got this working. I changed the sphere adding code to this CC3MeshNode *node = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; //This was the magic step.. I don't know how //copying helped. But it did CC3MeshNode *sphereNode = (CC3MeshNode*)[node copyWithName:@"someOtherName"]; sphereNode.location = cc3v(0.0, 1.0, 10); [self addChild:...


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