support compound versus compound collision shape acceleration on GPU, using aabb tree versus aabb tree.
Remove constructor from b3Vector3, to make it a POD type, so it can go into a union (and more compatible with OpenCL float4) Use b3MakeVector3 instead of constructor Share some code between C++ and GPU in a shared file: see b3TransformAabb2 in src/Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h Improve PairBench a bit, show timings and #overlapping pairs. Increase shadowmap default size to 8192x8192 (hope the GPU supports it)
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@@ -622,7 +622,7 @@ void b3DynamicBvhBroadphase::getBroadphaseAabb(b3Vector3& aabbMin,b3Vector
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bounds=m_sets[0].m_root->volume;
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else if(!m_sets[1].empty()) bounds=m_sets[1].m_root->volume;
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else
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bounds=b3DbvtVolume::FromCR(b3Vector3(0,0,0),0);
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bounds=b3DbvtVolume::FromCR(b3MakeVector3(0,0,0),0);
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aabbMin=bounds.Mins();
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aabbMax=bounds.Maxs();
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}
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