fixes in serialization (don't serialize shapes multiple times), hull shape issue,
fix InternalEdgeDemo compilation using GLUT
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@@ -190,7 +190,7 @@ void InternalEdgeDemo::initPhysics()
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//gVertices[1].setY(21.1);
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//gVertices[1].setY(121.1);
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gVertices[1].setY(.1);
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gVertices[1].setY(.1f);
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#ifdef ROTATE_GROUND
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//gVertices[1].setY(-1.1);
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@@ -353,7 +353,7 @@ void InternalEdgeDemo::initPhysics()
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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m_dynamicsWorld->getSolverInfo().m_splitImpulse = true;
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m_dynamicsWorld->getSolverInfo().m_splitImpulsePenetrationThreshold = 1e30f;
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m_dynamicsWorld->getSolverInfo().m_maxErrorReduction = 1e30;
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m_dynamicsWorld->getSolverInfo().m_maxErrorReduction = 1e30f;
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m_dynamicsWorld->getSolverInfo().m_erp =1.f;
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m_dynamicsWorld->getSolverInfo().m_erp2 = 1.f;
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@@ -375,7 +375,7 @@ void InternalEdgeDemo::initPhysics()
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{
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for (int i=0;i<1;i++)
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{
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startTransform.setOrigin(btVector3(-10+i*3,1+i*0.1,-1.3));
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startTransform.setOrigin(btVector3(-10.f+i*3.f,1.f+btScalar(i)*0.1f,-1.3f));
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btRigidBody* body = localCreateRigidBody(100, startTransform,colShape);
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body->setActivationState(DISABLE_DEACTIVATION);
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body->setLinearVelocity(btVector3(0,0,-1));
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@@ -485,7 +485,7 @@ void InternalEdgeDemo::clientMoveAndDisplay()
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renderme();
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glFlush();
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glutSwapBuffers();
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swapBuffers();
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}
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