Added GPU SoftBody constraint solvers for DirectX 11 (Direct Compute) and OpenCL, thanks to AMD.
See also http://code.google.com/p/bullet/issues/detail?id=390 Added Demos/DX11ClothDemo (an OpenCL cloth demo will follow soon)
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Demos/DX11ClothDemo/DXUT/Optional/DXUTShapes.h
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Demos/DX11ClothDemo/DXUT/Optional/DXUTShapes.h
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//--------------------------------------------------------------------------------------
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// File: DXUTShapes.h
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//
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// Shape creation functions for DXUT
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//
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// Copyright (c) Microsoft Corporation. All rights reserved
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//--------------------------------------------------------------------------------------
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#pragma once
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#ifndef DXUT_SHAPES_H
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#define DXUT_SHAPES_H
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#include <d3d10.h>
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#include <d3dx10.h>
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HRESULT WINAPI DXUTCreateBox( ID3D10Device* pDevice, float fWidth, float fHeight, float fDepth, ID3DX10Mesh** ppMesh );
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HRESULT WINAPI DXUTCreateCylinder( ID3D10Device* pDevice, float fRadius1, float fRadius2, float fLength, UINT uSlices,
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UINT uStacks, ID3DX10Mesh** ppMesh );
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HRESULT WINAPI DXUTCreatePolygon( ID3D10Device* pDevice, float fLength, UINT uSides, ID3DX10Mesh** ppMesh );
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HRESULT WINAPI DXUTCreateSphere( ID3D10Device* pDevice, float fRadius, UINT uSlices, UINT uStacks,
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ID3DX10Mesh** ppMesh );
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HRESULT WINAPI DXUTCreateTorus( ID3D10Device* pDevice, float fInnerRadius, float fOuterRadius, UINT uSides,
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UINT uRings, ID3DX10Mesh** ppMesh );
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HRESULT WINAPI DXUTCreateTeapot( ID3D10Device* pDevice, ID3DX10Mesh** ppMesh );
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#endif
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