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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@@ -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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