use int instead of void to avoid 64bit error
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@@ -1067,7 +1067,7 @@ b3Scalar b3GpuPgsJacobiSolver::solveGroupCacheFriendlyFinish(b3OpenCLArray<b3Rig
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for (int i=0;i<numRows;i++)
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for (int i=0;i<numRows;i++)
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{
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{
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int rowIndex =constraintRowOffset+i;
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int rowIndex =constraintRowOffset+i;
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int orgConstraintIndex = (int)m_gpuData->m_cpuConstraintRows[rowIndex].m_originalContactPoint;
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int orgConstraintIndex = m_gpuData->m_cpuConstraintRows[rowIndex].m_originalConstraintIndex;
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float breakingThreshold = m_gpuData->m_cpuConstraints[orgConstraintIndex].m_breakingImpulseThreshold;
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float breakingThreshold = m_gpuData->m_cpuConstraints[orgConstraintIndex].m_breakingImpulseThreshold;
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// printf("rows[%d].m_appliedImpulse=%f\n",rowIndex,rows[rowIndex].m_appliedImpulse);
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// printf("rows[%d].m_appliedImpulse=%f\n",rowIndex,rows[rowIndex].m_appliedImpulse);
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if (b3Fabs((m_gpuData->m_cpuConstraintRows[rowIndex].m_appliedImpulse) >= breakingThreshold))
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if (b3Fabs((m_gpuData->m_cpuConstraintRows[rowIndex].m_appliedImpulse) >= breakingThreshold))
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@@ -56,6 +56,7 @@ B3_ATTRIBUTE_ALIGNED16 (struct) b3GpuSolverConstraint
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union
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union
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{
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{
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void* m_originalContactPoint;
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void* m_originalContactPoint;
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int m_originalConstraintIndex;
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b3Scalar m_unusedPadding4;
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b3Scalar m_unusedPadding4;
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};
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};
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