Hello All:)
I have a simple question…
In my game I use Slick for graphic and Phys2d for physic simulation…
In my code part responsible for physic (Phys2d) i have code like this to create my polygon body:
             static Vector2f[] nonConvexPoly = {new Vector2f(-60,-70), new Vector2f(20,-100), new Vector2f(10,0), new Vector2f(20,10), new Vector2f(-20,10), new Vector2f(-10,0)};
             polygon = new Polygon(nonConvexPoly); //Phys2d polygon
             nonConvexBody = new Body("poly", polygon, 30.0f);
             nonConvexBody.setPosition(350, 100.0f);
	     world.add(nonConvexBody)
            
In my code part responsible for graphic (Slick) I have code like this :
            slick_polygon= new Polygon(); // Slick polygon
            for (int i=0;i<nonConvexPoly.length;i++)
            {
               slick_polygon.addPoint(nonConvexPoly[i].getX(), nonConvexPoly[i].getY());  
            }
            
next I render(Slick) this polygon with my texture:
          g.texture(slick_polygon, SlickMyGame.my_texture,1.0f,1.0f, true);
In effect, I have “nonConvexPoly” shaped Slick texture and independent Phys2d Body :
How I can “glue” my Slick texture to Phys2d “nonConvexBody” ? and render this together ?
 
      
     
          