experiment with first-level batching using object index instead of spatial hash in uniform grid (to avoid tuning average object size for uniform grid)
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@@ -15,9 +15,9 @@ subject to the following restrictions:
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_Z 5
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#define ARRAY_SIZE_X 30
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#define ARRAY_SIZE_Y 20
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#define ARRAY_SIZE_Z 30
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//maximum number of objects (and allow user to shoot additional boxes)
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#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
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@@ -164,7 +164,7 @@ void BasicGpuDemo::exitCL()
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BasicGpuDemo::BasicGpuDemo()
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{
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m_clData = new btInternalData;
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setCameraDistance(btScalar(SCALING*20.));
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setCameraDistance(btScalar(SCALING*120.));
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this->setAzi(45);
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this->setEle(45);
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@@ -222,7 +222,7 @@ void BasicGpuDemo::initPhysics()
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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///create a few basic rigid bodies
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btBoxShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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btBoxShape* groundShape = new btBoxShape(btVector3(btScalar(150.),btScalar(50.),btScalar(150.)));
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//groundShape->initializePolyhedralFeatures();
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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