fixed many memory leaks
added working shadows, using basic shadow mapping
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@@ -193,13 +193,20 @@ b3GpuBatchingPgsSolver::b3GpuBatchingPgsSolver(cl_context ctx,cl_device_id devic
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b3GpuBatchingPgsSolver::~b3GpuBatchingPgsSolver()
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{
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delete m_data->m_bodyBufferGPU;
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delete m_data->m_inertiaBufferGPU;
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delete m_data->m_pBufContactOutGPU;
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delete m_data->m_contactCGPU;
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delete m_data->m_numConstraints;
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delete m_data->m_offsets;
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delete m_data->m_sortDataBuffer;
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delete m_data->m_contactBuffer;
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delete m_data->m_sort32;
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delete m_data->m_scan;
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delete m_data->m_search;
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delete m_data->m_solverGPU;
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clReleaseKernel(m_data->m_batchingKernel);
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clReleaseKernel(m_data->m_batchingKernelNew);
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