Assorted cleanup of compilation warnings. Also fixed some actual errors:
#include "renderTexture.h"...when the file is actually called 'RenderTexture.h'.
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@@ -146,14 +146,10 @@ void ConcaveDemo::initPhysics()
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totalVerts,(float*) &gVertices[0].x(),vertStride);
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btCollisionShape* trimeshShape = new btBvhTriangleMeshShape(indexVertexArrays);
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// btConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
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btCollisionDispatcher* dispatcher = new btCollisionDispatcher();
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btOverlappingPairCache* broadphase = new btSimpleBroadphase();
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//btConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
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//btCollisionDispatcher* dispatcher = new btCollisionDispatcher();
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//btOverlappingPairCache* broadphase = new btSimpleBroadphase();
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m_dynamicsWorld = new btDiscreteDynamicsWorld();
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@@ -52,11 +52,8 @@ void ConstraintDemo::initPhysics()
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{
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//ConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
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//ConstraintSolver* solver = new OdeConstraintSolver;
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btCollisionDispatcher* dispatcher = new btCollisionDispatcher();
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btOverlappingPairCache* broadphase = new btSimpleBroadphase();
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//btCollisionDispatcher* dispatcher = new btCollisionDispatcher();
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//btOverlappingPairCache* broadphase = new btSimpleBroadphase();
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m_dynamicsWorld = new btDiscreteDynamicsWorld();
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@@ -80,8 +77,6 @@ void ConstraintDemo::initPhysics()
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clientResetScene();
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{
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int constraintId;
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btVector3 pivotInA(CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS);
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btVector3 axisInA(0,0,1);
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@@ -110,7 +105,6 @@ void ConstraintDemo::clientMoveAndDisplay()
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glFlush();
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glutSwapBuffers();
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}
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@@ -479,9 +479,6 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
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//apply an impulse
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if (m_dynamicsWorld)
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{
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float hit[3];
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float normal[3];
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btCollisionWorld::ClosestRayResultCallback rayCallback(m_cameraPosition,rayTo);
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m_dynamicsWorld->rayTest(m_cameraPosition,rayTo,rayCallback);
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if (rayCallback.HasHit())
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@@ -517,8 +514,6 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
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//add a point to point constraint for picking
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if (m_dynamicsWorld)
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{
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float hit[3];
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float normal[3];
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btCollisionWorld::ClosestRayResultCallback rayCallback(m_cameraPosition,rayTo);
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m_dynamicsWorld->rayTest(m_cameraPosition,rayTo,rayCallback);
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if (rayCallback.HasHit())
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@@ -768,7 +763,7 @@ void DemoApplication::renderme()
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
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yStart += yIncr;
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bool useBulletLCP = !(getDebugMode() & btIDebugDraw::DBG_DisableBulletLCP);
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//bool useBulletLCP = !(getDebugMode() & btIDebugDraw::DBG_DisableBulletLCP);
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bool useCCD = (getDebugMode() & btIDebugDraw::DBG_EnableCCD);
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@@ -13,7 +13,7 @@ subject to the following restrictions:
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "renderTexture.h"
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#include "RenderTexture.h"
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#include <memory.h>
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#include "BMF_FontData.h"
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@@ -51,3 +51,4 @@ public:
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};
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#endif //RENDER_TEXTURE_H
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@@ -46,7 +46,7 @@ Very basic raytracer, rendering into a texture.
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#include "renderTexture.h"
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#include "RenderTexture.h"
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btVoronoiSimplexSolver simplexSolver;
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