faster scene construction when not using instancing (avoid copy individual vertices/shapes to GPU, but do it afterwards in a batch), copy GPU data in 'writeAllBodiesToGpu' method

add option --no_instanced_collision_shapes, this only applies to the 2 benchmark screnes at the moment
always use the user specified b3Config file, so the settings can be set at runtime, not just at compile time
adjust default constants in b3Config (needs more tweaking, ideally at run-time)
This commit is contained in:
erwin coumans
2013-06-08 11:08:44 -07:00
parent 3f10082aa3
commit 100449d76f
11 changed files with 140 additions and 61 deletions

View File

@@ -2,6 +2,7 @@
#define B3_GPU_RIGIDBODY_PIPELINE_H
#include "Bullet3OpenCL/Initialize/b3OpenCLInclude.h"
#include "b3Config.h"
class b3GpuRigidBodyPipeline
{
@@ -13,7 +14,7 @@ protected:
public:
b3GpuRigidBodyPipeline(cl_context ctx,cl_device_id device, cl_command_queue q , class b3GpuNarrowPhase* narrowphase, class b3GpuSapBroadphase* broadphaseSap, struct b3DynamicBvhBroadphase* broadphaseDbvt);
b3GpuRigidBodyPipeline(cl_context ctx,cl_device_id device, cl_command_queue q , class b3GpuNarrowPhase* narrowphase, class b3GpuSapBroadphase* broadphaseSap, struct b3DynamicBvhBroadphase* broadphaseDbvt, const b3Config& config);
virtual ~b3GpuRigidBodyPipeline();
void stepSimulation(float deltaTime);