fixed many memory leaks
added working shadows, using basic shadow mapping
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@@ -117,9 +117,9 @@ void GpuRigidBodyDemo::initPhysics(const ConstructionInfo& ci)
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b3GpuSapBroadphase* bp = new b3GpuSapBroadphase(m_clData->m_clContext,m_clData->m_clDevice,m_clData->m_clQueue);
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m_data->m_np = np;
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m_data->m_bp = bp;
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b3DynamicBvhBroadphase* broadphaseDbvt = new b3DynamicBvhBroadphase(config.m_maxConvexBodies);
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m_data->m_broadphaseDbvt = new b3DynamicBvhBroadphase(config.m_maxConvexBodies);
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m_data->m_rigidBodyPipeline = new b3GpuRigidBodyPipeline(m_clData->m_clContext,m_clData->m_clDevice,m_clData->m_clQueue, np, bp,broadphaseDbvt,config);
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m_data->m_rigidBodyPipeline = new b3GpuRigidBodyPipeline(m_clData->m_clContext,m_clData->m_clDevice,m_clData->m_clQueue, np, bp,m_data->m_broadphaseDbvt,config);
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setupScene(ci);
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@@ -139,8 +139,11 @@ void GpuRigidBodyDemo::initPhysics(const ConstructionInfo& ci)
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void GpuRigidBodyDemo::exitPhysics()
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{
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destroyScene();
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delete m_data->m_instancePosOrnColor;
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delete m_data->m_rigidBodyPipeline;
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delete m_data->m_broadphaseDbvt;
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m_window->setKeyboardCallback(oldCallback);
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