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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@@ -80,7 +80,7 @@ bool rayConvex(const b3Vector3& rayFromLocal, const b3Vector3& rayToLocal, const
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{
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float exitFraction = hitFraction;
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float enterFraction = -0.1f;
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b3Vector3 curHitNormal(0,0,0);
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b3Vector3 curHitNormal=b3MakeVector3(0,0,0);
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for (int i=0;i<poly.m_numFaces;i++)
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{
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const b3GpuFace& face = faces[poly.m_faceOffset+i];
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