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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@@ -78,6 +78,9 @@ m_shootBoxShape(0),
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#ifndef BT_NO_PROFILE
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m_profileIterator = CProfileManager::Get_Iterator();
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#endif //BT_NO_PROFILE
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m_shapeDrawer.enableTexture(true);
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m_enableshadows = false;
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}
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@@ -957,11 +960,15 @@ for(int i=0;i<numObjects;i++)
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wireColor += btVector3 (0.f,0.5f,0.f);
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}
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}
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btVector3 aabbMin,aabbMax;
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m_dynamicsWorld->getBroadphase()->getBroadphaseAabb(aabbMin,aabbMax);
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switch(pass)
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{
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case 0: m_shapeDrawer.drawOpenGL(m,colObj->getCollisionShape(),wireColor,getDebugMode());break;
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case 1: m_shapeDrawer.drawShadow(m,m_sundirection*rot,colObj->getCollisionShape());break;
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case 2: m_shapeDrawer.drawOpenGL(m,colObj->getCollisionShape(),wireColor*0.3,0);break;
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case 0: m_shapeDrawer.drawOpenGL(m,colObj->getCollisionShape(),wireColor,getDebugMode(),aabbMin,aabbMax);break;
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case 1: m_shapeDrawer.drawShadow(m,m_sundirection*rot,colObj->getCollisionShape(),aabbMin,aabbMax);break;
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case 2: m_shapeDrawer.drawOpenGL(m,colObj->getCollisionShape(),wireColor*0.3,0,aabbMin,aabbMax);break;
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}
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}
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}
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