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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@@ -403,13 +403,18 @@ void VehicleDemo::renderme()
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btCylinderShapeX wheelShape(btVector3(wheelWidth,wheelRadius,wheelRadius));
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btVector3 wheelColor(1,0,0);
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btVector3 worldBoundsMin,worldBoundsMax;
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getDynamicsWorld()->getBroadphase()->getBroadphaseAabb(worldBoundsMin,worldBoundsMax);
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for (i=0;i<m_vehicle->getNumWheels();i++)
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{
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//synchronize the wheels with the (interpolated) chassis worldtransform
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m_vehicle->updateWheelTransform(i,true);
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//draw wheels (cylinders)
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m_vehicle->getWheelInfo(i).m_worldTransform.getOpenGLMatrix(m);
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m_shapeDrawer.drawOpenGL(m,&wheelShape,wheelColor,getDebugMode());
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m_shapeDrawer.drawOpenGL(m,&wheelShape,wheelColor,getDebugMode(),worldBoundsMin,worldBoundsMax);
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}
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