work-in-progress Bullet 3.x GPU raytest
work-in-progress P2P constraint for b3GpuDynamicsWorld
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@@ -235,8 +235,8 @@ GpuRaytraceScene::GpuRaytraceScene()
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m_raytraceData = new GpuRaytraceInternalData;
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m_raytraceData->m_texId = new GLuint;
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m_raytraceData->textureWidth = 256;//1024;
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m_raytraceData->textureHeight = 256;
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m_raytraceData->textureWidth = 1024;//1024;
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m_raytraceData->textureHeight = 1024;
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//create new texture
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glGenTextures(1, m_raytraceData->m_texId);
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@@ -354,7 +354,7 @@ b3AlignedObjectArray<b3RayInfo> rays;
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void GpuRaytraceScene::renderScene()
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{
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GpuBoxPlaneScene::renderScene();
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//GpuBoxPlaneScene::renderScene();
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B3_PROFILE("raytrace");
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//raytrace into the texels
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@@ -458,7 +458,10 @@ void GpuRaytraceScene::renderScene()
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}
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m_raycaster->castRaysHost(rays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu());
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//m_raycaster->castRaysHost(rays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu());
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m_raycaster->castRays(rays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu());
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{
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B3_PROFILE("write texels");
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