disable CProfileManager, might reduce some multi-threading conflicts
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@@ -265,8 +265,9 @@ public:
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virtual void stepSimulation(float deltaTime)
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{
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#ifndef BT_NO_PROFILE
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CProfileManager::Reset();
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#endif
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@@ -314,7 +315,9 @@ public:
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m_app->m_renderer->writeTransforms();
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#ifndef BT_NO_PROFILE
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CProfileManager::Increment_Frame_Counter();
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#endif
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}
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virtual void renderScene()
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{
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@@ -4,7 +4,7 @@
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#include "LinearMath/btQuickprof.h"
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#ifndef BT_NO_PROFILE
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class MyProfileWindow : public Gwen::Controls::WindowControl
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@@ -44,6 +44,7 @@ public:
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CProfileIterator* profIter;
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class MyMenuItems* m_menuItems;
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MyProfileWindow ( Gwen::Controls::Base* pParent)
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: Gwen::Controls::WindowControl( pParent ),
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@@ -304,3 +305,5 @@ void destroyProfileWindow(MyProfileWindow* window)
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CProfileManager::Release_Iterator(window->profIter);
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delete window;
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}
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#endif //BT_NO_PROFILE
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@@ -15,11 +15,8 @@
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#include "btQuickprof.h"
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#ifndef BT_NO_PROFILE
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static btClock gProfileClock;
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#ifdef __CELLOS_LV2__
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#include <sys/sys_time.h>
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@@ -250,6 +247,10 @@ btScalar btClock::getTimeSeconds()
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return btScalar(getTimeMicroseconds()) * microseconds_to_seconds;
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}
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#ifndef BT_NO_PROFILE
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static btClock gProfileClock;
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inline void Profile_Get_Ticks(unsigned long int * ticks)
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@@ -265,7 +266,6 @@ inline float Profile_Get_Tick_Rate(void)
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}
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/***************************************************************************************************
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**
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** CProfileNode
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@@ -15,18 +15,7 @@
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#ifndef BT_QUICK_PROF_H
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#define BT_QUICK_PROF_H
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//To disable built-in profiling, please comment out next line
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//#define BT_NO_PROFILE 1
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#ifndef BT_NO_PROFILE
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#include <stdio.h>//@todo remove this, backwards compatibility
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#include "btScalar.h"
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#include "btAlignedAllocator.h"
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#include <new>
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#define USE_BT_CLOCK 1
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#ifdef USE_BT_CLOCK
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@@ -64,6 +53,20 @@ private:
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#endif //USE_BT_CLOCK
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//To disable built-in profiling, please comment out next line
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#define BT_NO_PROFILE 1
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#ifndef BT_NO_PROFILE
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#include <stdio.h>//@todo remove this, backwards compatibility
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#include "btAlignedAllocator.h"
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#include <new>
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///A node in the Profile Hierarchy Tree
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