since the problem is still not solved i thought to come with my latests feedback. i have an even simpler script to reproduce it:
Code:
import viz
viz.MainView.collision(viz.ON)
viz.MainView.collisionBuffer(1)
world = viz.add('lab.osgb')
#commenting this line makes the bouncing effect dissapear
world.setEuler(30, 0, 0)
viz.go()
i think that it's a bug and it has to do with using the wrong (global) coordinates when calculating the collision. that's why it works when the the walls are parallel with the axes. but this is code i cannot see and i wouldn't be able to change it anyway.
or maybe i'm wrong...
any other ideas?
thank you,
andrei