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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@@ -121,6 +121,10 @@ void DoublePrecisionDemo::displayCallback(void)
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int i;
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btVector3 worldBoundsMin,worldBoundsMax;
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collisionWorld->getBroadphase()->getBroadphaseAabb(worldBoundsMin,worldBoundsMax);
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///one way to draw all the contact points is iterating over contact manifolds / points:
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int numManifolds = collisionWorld->getDispatcher()->getNumManifolds();
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for (i=0;i<numManifolds;i++)
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@@ -169,7 +173,7 @@ void DoublePrecisionDemo::displayCallback(void)
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temp = objects[i].getWorldTransform();
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temp.setOrigin(temp.getOrigin() - m_cameraPosition);
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temp.getOpenGLMatrix( m );
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m_shapeDrawer.drawOpenGL(m,objects[i].getCollisionShape(),color,getDebugMode());
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m_shapeDrawer.drawOpenGL(m,objects[i].getCollisionShape(),color,getDebugMode(),worldBoundsMin,worldBoundsMax);
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}
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objects[1].getWorldTransform().setOrigin(objects[1].getWorldTransform().getOrigin()+btVector3(-VERY_SMALL_INCREMENT,-VERY_SMALL_INCREMENT,0));
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