small cleanup in the DemoApplication, removed references to obsolete PHY_ShapeProps/PHY_MaterialProps
removed deletion of motionstate in CcdPhysics/CcdPhysicsController destructor disabled m_type optimization in SimdTransform (making the memory size 64 byte, potentially more cache friendly) fixed a bug in island generation, causing the activation not propagating in one frame, but one 'layer' of rigidbodies at a time
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@@ -330,18 +330,19 @@ void GL_ShapeDrawer::DrawOpenGL(float* m, const CollisionShape* shape, const Sim
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}
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/*glDisable(GL_DEPTH_BUFFER_BIT);
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if (debugMode==IDebugDraw::DBG_DrawText)
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glDisable(GL_DEPTH_BUFFER_BIT);
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glRasterPos3f(0,0,0);//mvtx.x(), vtx.y(), vtx.z());
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if (debugMode&IDebugDraw::DBG_DrawText)
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{
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),shape->GetName());
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}
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if (debugMode==IDebugDraw::DBG_DrawFeaturesText)
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if (debugMode&IDebugDraw::DBG_DrawFeaturesText)
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{
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),shape->GetExtraDebugInfo());
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}
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glEnable(GL_DEPTH_BUFFER_BIT);
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*/
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// glPopMatrix();
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}
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