don't use GL_LINEAR_MIPMAP_LINEAR for shadow maps
optimize gpu upload (use glBufferSubData instead of glMapBuffer Avoid checking char array against zero.
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@@ -27,6 +27,7 @@
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#include "../CommonInterfaces/CommonGUIHelperInterface.h"
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#include "SharedMemoryCommands.h"
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//@todo(erwincoumans) those globals are hacks for a VR demo, move this to Python/pybullet!
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btVector3 gLastPickPos(0, 0, 0);
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bool gCloseToKuka=false;
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@@ -403,6 +404,8 @@ struct PhysicsServerCommandProcessorInternalData
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btMultiBody* m_kukaGripperMultiBody;
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btMultiBodyPoint2Point* m_kukaGripperRevolute1;
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btMultiBodyPoint2Point* m_kukaGripperRevolute2;
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int m_huskyId;
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int m_KukaId;
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int m_sphereId;
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@@ -457,6 +460,10 @@ struct PhysicsServerCommandProcessorInternalData
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:m_hasGround(false),
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m_gripperRigidbodyFixed(0),
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m_gripperMultiBody(0),
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m_kukaGripperFixed(0),
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m_kukaGripperMultiBody(0),
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m_kukaGripperRevolute1(0),
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m_kukaGripperRevolute2(0),
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m_allowRealTimeSimulation(false),
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m_huskyId(-1),
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m_KukaId(-1),
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@@ -1363,7 +1370,7 @@ bool PhysicsServerCommandProcessor::processCommand(const struct SharedMemoryComm
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///this is a very rudimentary way to save the state of the world, for scene authoring
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///many todo's, for example save the state of motor controllers etc.
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if (clientCmd.m_sdfArguments.m_sdfFileName)
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{
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//saveWorld(clientCmd.m_sdfArguments.m_sdfFileName);
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@@ -3128,6 +3135,7 @@ void PhysicsServerCommandProcessor::stepSimulationRealTime(double dtInSec)
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gBufferServerToClient.resize(SHARED_MEMORY_MAX_STREAM_CHUNK_SIZE);
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int bodyId = 0;
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if (gCreateObjectSimVR >= 0)
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{
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gCreateObjectSimVR = -1;
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@@ -3317,7 +3325,7 @@ void PhysicsServerCommandProcessor::stepSimulationRealTime(double dtInSec)
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//loadUrdf("rook.urdf", btVector3(-1.2, 0, 0.7), btQuaternion(btVector3(1, 0, 0), SIMD_HALF_PI), true, false, &bodyId, &gBufferServerToClient[0], gBufferServerToClient.size());
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//loadUrdf("knight.urdf", btVector3(-1.2, 0.2, 0.7), btQuaternion(btVector3(1, 0, 0), SIMD_HALF_PI), true, false, &bodyId, &gBufferServerToClient[0], gBufferServerToClient.size());
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loadUrdf("husky/husky.urdf", btVector3(2, -5, 1), btQuaternion(0, 0, 0, 1), true, false, &bodyId, &gBufferServerToClient[0], gBufferServerToClient.size());
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//loadUrdf("husky/husky.urdf", btVector3(2, -5, 1), btQuaternion(0, 0, 0, 1), true, false, &bodyId, &gBufferServerToClient[0], gBufferServerToClient.size());
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m_data->m_huskyId = bodyId;
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m_data->m_dynamicsWorld->setGravity(btVector3(0, 0, -10));
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