fixed many memory leaks
added working shadows, using basic shadow mapping
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@@ -135,6 +135,16 @@ b3GpuNarrowPhase::~b3GpuNarrowPhase()
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delete m_data->m_bvhInfoGPU;
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for (int i=0;i<m_data->m_bvhData.size();i++)
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{
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delete m_data->m_bvhData[i];
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}
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for (int i=0;i<m_data->m_meshInterfaces.size();i++)
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{
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delete m_data->m_meshInterfaces[i];
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}
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m_data->m_meshInterfaces.clear();
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m_data->m_bvhData.clear();
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delete m_data->m_treeNodesGPU;
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delete m_data->m_subTreesGPU;
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@@ -334,6 +344,7 @@ int b3GpuNarrowPhase::registerConvexHullShape(const float* vertices, int stride
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}
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int collidableIndex = registerConvexHullShape(utilPtr);
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delete utilPtr;
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return collidableIndex;
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}
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@@ -505,6 +516,7 @@ int b3GpuNarrowPhase::registerConcaveMesh(b3AlignedObjectArray<b3Vector3>* vert
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bool useQuantizedAabbCompression = true;
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b3TriangleIndexVertexArray* meshInterface=new b3TriangleIndexVertexArray();
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m_data->m_meshInterfaces.push_back(meshInterface);
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b3IndexedMesh mesh;
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mesh.m_numTriangles = indices->size()/3;
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mesh.m_numVertices = vertices->size();
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