Apple contribution for OSX SSE and iOS NEON optimizations unit tests, thanks to Jordan Hubbard, Ian Ollmann and Hristo Hristov.
For OSX: cd build ./premake_osx xcode4 for iOS: cd build ./ios_build.sh ./ios_run.sh Also integrated the branches/StackAllocation to make it easier to multi-thread collision detection in the near future. It avoids changing the btCollisionObject while performing collision detection. As this is a large patch, some stuff might be temporarily broken, I'll keep an eye out on issues.
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@@ -167,7 +167,7 @@ void CollisionDemo::displayCallback(void) {
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convexConvex.getClosestPoints(input, gjkOutput, 0);
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}
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btScalar m[16];
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ATTRIBUTE_ALIGNED16(btScalar) m[16];
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int i;
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//m_ele = 21.2;
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@@ -257,7 +257,7 @@ void CollisionDemo::displayCallback(void) {
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if (mystate!=2 || i==myiter)
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{
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btScalar m[16];
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ATTRIBUTE_ALIGNED16(btScalar) m[16];
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input.m_transformA.getOpenGLMatrix( m );
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//m_shapeDrawer->drawOpenGL(m,shapePtr[0],btVector3(108./255.,131./255.,158./255),btIDebugDraw::DBG_FastWireframe,worldBoundsMin,worldBoundsMax);
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