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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@@ -76,6 +76,9 @@ void SimplexDemo::displayCallback()
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btScalar m[16];
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int i;
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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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btTransform transA;
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@@ -88,7 +91,7 @@ void SimplexDemo::displayCallback()
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transA.getOpenGLMatrix( m );
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/// draw the simplex
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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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/// calculate closest point from simplex to the origin, and draw this vector
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simplex.calcClosest(m);
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