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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@@ -110,6 +110,10 @@ void GimpactConcaveDemo::renderme()
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if (m_dynamicsWorld)
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{
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btVector3 worldBoundsMin,worldBoundsMax;
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getDynamicsWorld()->getBroadphase()->getBroadphaseAabb(worldBoundsMin,worldBoundsMax);
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int numObjects = m_dynamicsWorld->getNumCollisionObjects();
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btVector3 wireColor(1,0,0);
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for (int i=0;i<numObjects;i++)
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@@ -153,7 +157,7 @@ void GimpactConcaveDemo::renderme()
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}
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}
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m_shapeDrawer.drawOpenGL(m,colObj->getCollisionShape(),wireColor,getDebugMode());
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m_shapeDrawer.drawOpenGL(m,colObj->getCollisionShape(),wireColor,getDebugMode(),worldBoundsMin,worldBoundsMax);
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}
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@@ -364,6 +368,9 @@ btCollisionShape * GimpactConcaveDemo::createBunnyShape()
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//------------------------------------------------------------------------------
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void GimpactConcaveDemo::initPhysics()
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{
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setTexturing(true);
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setShadows(false);
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setCameraDistance(45.f);
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