avoid allocations in renderer (messes up AMD buggy OpenGL driver)
add missing file in cmake build system (BroadphaseCollision/b3GpuParallelLinearBvhBroadphase.cpp and BroadphaseCollision/b3GpuParallelLinearBvh.cpp)
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@@ -130,7 +130,7 @@ void GLPrimitiveRenderer::loadBufferData()
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glGenBuffers(1, &m_data->m_vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(Vertex), vertexData, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(Vertex), vertexData, GL_DYNAMIC_DRAW);
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GLuint err = glGetError();
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assert(err==GL_NO_ERROR);
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@@ -269,7 +269,7 @@ void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y
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{ vec4( -1.+2.*x1/float(m_screenWidth), 1.-2.*y0/float(m_screenHeight), 1, 0 ), vec4( color[0], color[1], color[2], color[3] ) ,vec2(u1,v0)}
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};
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glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(Vertex), vertexData, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0,4 * sizeof(Vertex), vertexData);
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