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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@@ -719,7 +719,7 @@ void GL_ShapeDrawer::drawOpenGL(btScalar* m, const btCollisionShape* shape, cons
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{
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btSphereShape sc(multiSphereShape->getSphereRadius(i));
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childTransform.setOrigin(multiSphereShape->getSpherePosition(i));
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btScalar childMat[16];
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ATTRIBUTE_ALIGNED16(btScalar) childMat[16];
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childTransform.getOpenGLMatrix(childMat);
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drawOpenGL(childMat,&sc,color,debugMode,worldBoundsMin,worldBoundsMax);
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}
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