   [PhysX] inaccurate contact position/normal, bug ?
  Hi, I am using physx for some months and enjoy all its great features but I currently trying to get the contact normal or position and if I get the right position at low speed, when it goes faster I clearly see the position returned is like one frame older at a 't' time. Is it a bug or is there something I misunderstood ?Thanks   
  Do you have any multithreading enabled in physx? Are you doing any multithreading yourself?Do you process the physics before determining the resultant graphics before drawing the graphics?There are a few ways this can happen, but unless you've enabled multithreading in physx it does not need to happen.   ;  This is what I do each frame:gScene->simulate(float(ifps)/500);gScene->flushStream();while (!gScene->fetchResults(NX_RIGID_BODY_FINISHED, false));//retreiving matrices//rendering objectsI use NxUserContactReport to get contact position.In fact I am not sur it's just a delay problem because I have a sphere rolling on the floor, if I show the contact position it is not on the floor like if it was a delay issue but at the rear of the sphere like if it was the last frame contact sphere relative position, but I think my sentence is not very clear, see this video:The dark area is a simple sprite witch have to be at the contact position but as you see the faster the wheel rotate the highter the sprite goes.   