first step in refactoring/cleaning up demos
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@@ -153,7 +153,7 @@ void GL_ShapeDrawer::DrawOpenGL(float* m, const CollisionShape* shape, const Sim
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{
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const BU_Simplex1to4* tetra = static_cast<const BU_Simplex1to4*>(shape);
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//todo:
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useWireframeFallback = false;
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// useWireframeFallback = false;
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break;
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}
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case CONVEX_HULL_SHAPE_PROXYTYPE:
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@@ -307,10 +307,10 @@ void GL_ShapeDrawer::DrawOpenGL(float* m, const CollisionShape* shape, const Sim
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TriangleMeshShape* concaveMesh = (TriangleMeshShape*) shape;
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//SimdVector3 aabbMax(1e30f,1e30f,1e30f);
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//SimdVector3 aabbMax(100,100,100);//1e30f,1e30f,1e30f);
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extern float eye[3];
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SimdVector3 aabbMax(eye[0]+100,eye[1]+100,eye[2]+100);//1e30f,1e30f,1e30f);
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SimdVector3 aabbMin(eye[0]-100,eye[1]-100,eye[2]-100);//1e30f,1e30f,1e30f);
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//todo pass camera, for some culling
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SimdVector3 aabbMax(1e30f,1e30f,1e30f);
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SimdVector3 aabbMin(-1e30f,-1e30f,-1e30f);
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GlDrawcallback drawCallback;
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@@ -323,9 +323,9 @@ void GL_ShapeDrawer::DrawOpenGL(float* m, const CollisionShape* shape, const Sim
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{
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ConvexTriangleMeshShape* convexMesh = (ConvexTriangleMeshShape*) shape;
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extern float eye[3];
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SimdVector3 aabbMax(eye[0]+100,eye[1]+100,eye[2]+100);
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SimdVector3 aabbMin(eye[0]-100,eye[1]-100,eye[2]-100);
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//todo: pass camera for some culling
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SimdVector3 aabbMax(1e30f,1e30f,1e30f);
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SimdVector3 aabbMin(-1e30f,-1e30f,-1e30f);
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TriangleGlDrawcallback drawCallback;
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convexMesh->GetStridingMesh()->InternalProcessAllTriangles(&drawCallback,aabbMin,aabbMax);
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