fix some warnings, disable gimpact by default in world importer,
use DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS by default for now, until we find the issue with some failing test cases in btMultiBody fix a crashing issue in MyMultiBodyCreator.cpp (uninitialized variable) disable excessive debug printf in URDF2Bullet
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@@ -325,9 +325,8 @@ void SimpleOpenGL2App::drawText3D( const char* txt, float worldPosX, float world
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float camPos[4];
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cam->getCameraPosition(camPos);
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b3Vector3 cp= b3MakeVector3(camPos[0],camPos[2],camPos[1]);
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b3Vector3 p = b3MakeVector3(worldPosX,worldPosY,worldPosZ);
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float dx=0;
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//b3Vector3 cp= b3MakeVector3(camPos[0],camPos[2],camPos[1]);
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// b3Vector3 p = b3MakeVector3(worldPosX,worldPosY,worldPosZ);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -399,11 +398,11 @@ void SimpleOpenGL2App::drawText3D( const char* txt, float worldPosX, float world
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float z = 2.f*winz-1.f;//*(far
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float identity[16]={1,0,0,0,
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/*float identity[16]={1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,1};
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*/
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PrimVertex vertexData[4] = {
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{ PrimVec4(-1.f+2.f*x0/float(screenWidth), 1.f-2.f*y0/float(screenHeight), z, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v0)},
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{ PrimVec4(-1.f+2.f*x0/float(screenWidth), 1.f-2.f*y1/float(screenHeight), z, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v1)},
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