Fixes for IBM Cell SDK 3.0 by Jochen Roth
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@@ -90,13 +90,9 @@ void BasicDemo::clientMoveAndDisplay()
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if (ms > minFPS)
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ms = minFPS;
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printf("step\n");
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if (m_dynamicsWorld)
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m_dynamicsWorld->stepSimulation(ms / 1000000.f);
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printf("step finished\n");
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renderme();
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glFlush();
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@@ -175,6 +171,8 @@ void BasicDemo::initPhysics()
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#else
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m_dispatcher = new btCollisionDispatcher(collisionConfiguration);
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#endif //USE_PARALLEL_DISPATCHER
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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#define USE_SWEEP_AND_PRUNE 1
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#ifdef USE_SWEEP_AND_PRUNE
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@@ -200,7 +198,7 @@ void BasicDemo::initPhysics()
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sol->setSolverMode(btSequentialImpulseConstraintSolver::SOLVER_RANDMIZE_ORDER);
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m_dynamicsWorld = new btSimpleDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_solver);
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#else
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_solver);
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_solver,m_collisionConfiguration);
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#endif //USE_SIMPLE_DYNAMICS_WORLD
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m_dynamicsWorld->getDispatchInfo().m_enableSPU = true;
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@@ -288,7 +286,7 @@ void BasicDemo::exitPhysics()
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//delete dispatcher
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delete m_dispatcher;
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delete m_collisionConfiguration;
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}
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