Fixes for FPU exceptions, thanks to Phil Knight for reporting and John McCutchan for fix/workarounds.
Added new cluster collision methods for soft bodies, thanks to Nathanael Presson. Enable/disable textures/shadows for specific demos.
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@@ -226,13 +226,16 @@ void CollisionDemo::displayCallback(void) {
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convexConvex.getClosestPoints(input ,gjkOutput,0);
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btVector3 worldBoundsMin(-1000,-1000,-1000);
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btVector3 worldBoundsMax(1000,1000,1000);
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for (i=0;i<numObjects;i++)
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{
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tr[i].getOpenGLMatrix( m );
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m_shapeDrawer.drawOpenGL(m,shapePtr[i],btVector3(1,1,1),getDebugMode());
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m_shapeDrawer.drawOpenGL(m,shapePtr[i],btVector3(1,1,1),getDebugMode(),worldBoundsMin,worldBoundsMax);
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}
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@@ -248,7 +251,7 @@ void CollisionDemo::displayCallback(void) {
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btTransform ident;
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ident.setIdentity();
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ident.getOpenGLMatrix(m);
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m_shapeDrawer.drawOpenGL(m,&simplex,btVector3(1,1,1),getDebugMode());
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m_shapeDrawer.drawOpenGL(m,&simplex,btVector3(1,1,1),getDebugMode(),worldBoundsMin,worldBoundsMax);
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btQuaternion orn;
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