explicitly remove textures during resetSimulation
move glViewport to Win32Window
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@@ -48,6 +48,7 @@ ATTRIBUTE_ALIGNED16(struct) BulletURDFInternalData
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int m_bodyId;
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btHashMap<btHashInt,UrdfMaterialColor> m_linkColors;
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btAlignedObjectArray<btCollisionShape*> m_allocatedCollisionShapes;
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btAlignedObjectArray<int> m_allocatedTextures;
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mutable btAlignedObjectArray<btTriangleMesh*> m_allocatedMeshInterfaces;
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btHashMap<btHashPtr, UrdfCollision> m_bulletCollisionShape2UrdfCollision;
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@@ -1163,6 +1164,10 @@ int BulletURDFImporter::convertLinkVisualShapes(int linkIndex, const char* pathP
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{
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textureIndex = m_data->m_guiHelper->registerTexture(textures[0].textureData1,textures[0].m_width,textures[0].m_height);
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if (textureIndex >= 0)
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{
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m_data->m_allocatedTextures.push_back(textureIndex);
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}
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}
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{
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B3_PROFILE("registerGraphicsShape");
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@@ -1270,11 +1275,22 @@ int BulletURDFImporter::getNumAllocatedMeshInterfaces() const
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}
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btStridingMeshInterface* BulletURDFImporter::getAllocatedMeshInterface(int index)
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{
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return m_data->m_allocatedMeshInterfaces[index];
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}
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int BulletURDFImporter::getNumAllocatedTextures() const
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{
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return m_data->m_allocatedTextures.size();
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}
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int BulletURDFImporter::getAllocatedTexture(int index) const
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{
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return m_data->m_allocatedTextures[index];
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}
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class btCompoundShape* BulletURDFImporter::convertLinkCollisionShapes(int linkIndex, const char* pathPrefix, const btTransform& localInertiaFrame) const
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@@ -84,6 +84,9 @@ public:
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virtual int getNumAllocatedMeshInterfaces() const;
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virtual class btStridingMeshInterface* getAllocatedMeshInterface(int index);
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virtual int getNumAllocatedTextures() const;
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virtual int getAllocatedTexture(int index) const;
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virtual void setEnableTinyRenderer(bool enable);
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void convertURDFToVisualShapeInternal(const struct UrdfVisual* visual, const char* urdfPathPrefix, const class btTransform& visualTransform, btAlignedObjectArray<struct GLInstanceVertex>& verticesOut, btAlignedObjectArray<int>& indicesOut, btAlignedObjectArray<struct BulletURDFTexture>& texturesOut) const;
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@@ -85,6 +85,10 @@ public:
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virtual int getNumModels() const {return 0;}
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virtual void activateModel(int /*modelIndex*/) { }
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virtual int getNumAllocatedMeshInterfaces() const { return 0;}
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virtual int getNumAllocatedTextures() const { return 0; }
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virtual int getAllocatedTexture(int index) const { return 0; }
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virtual class btStridingMeshInterface* getAllocatedMeshInterface(int index) {return 0;}
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};
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