Don't use GLUT by default under Windows, but a Win32 App instead. All demos have to be fixed (only basic demo works now). Also on Mac OSX, we plan to use cocoa instead of Glut.
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@@ -14,6 +14,7 @@ subject to the following restrictions:
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*/
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Y 5
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@@ -54,7 +55,7 @@ void BasicDemo::clientMoveAndDisplay()
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glFlush();
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glutSwapBuffers();
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swapBuffers();
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}
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@@ -71,7 +72,7 @@ void BasicDemo::displayCallback(void) {
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m_dynamicsWorld->debugDrawWorld();
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glFlush();
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glutSwapBuffers();
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swapBuffers();
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}
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@@ -15,7 +15,14 @@ subject to the following restrictions:
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#ifndef BASIC_DEMO_H
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#define BASIC_DEMO_H
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#ifdef _WINDOWS
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#include "Win32DemoApplication.h"
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#define PlatformDemoApplication Win32DemoApplication
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#else
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#include "GlutDemoApplication.h"
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#define PlatformDemoApplication GlutDemoApplication
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#endif
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#include "LinearMath/btAlignedObjectArray.h"
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class btBroadphaseInterface;
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@@ -27,7 +34,8 @@ struct btCollisionAlgorithmCreateFunc;
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class btDefaultCollisionConfiguration;
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///BasicDemo is good starting point for learning the code base and porting.
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class BasicDemo : public GlutDemoApplication
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class BasicDemo : public PlatformDemoApplication
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{
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//keep the collision shapes, for deletion/cleanup
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@@ -15,12 +15,29 @@ INCLUDE_DIRECTORIES(
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${BULLET_PHYSICS_SOURCE_DIR}/src ${BULLET_PHYSICS_SOURCE_DIR}/Demos/OpenGL
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)
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LINK_LIBRARIES(
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OpenGLSupport BulletDynamics BulletCollision LinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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)
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ADD_EXECUTABLE(AppBasicDemo
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main.cpp
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BasicDemo.cpp
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)
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IF (USE_GLUT)
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LINK_LIBRARIES(
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OpenGLSupport BulletDynamics BulletCollision LinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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)
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ADD_EXECUTABLE(AppBasicDemo
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main.cpp
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BasicDemo.cpp
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BasicDemo.h
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)
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ELSE (USE_GLUT)
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LINK_LIBRARIES(
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OpenGLSupport BulletDynamics BulletCollision LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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)
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ADD_EXECUTABLE(AppBasicDemo
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WIN32
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../OpenGL/Win32AppMain.cpp
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Win32BasicDemo.cpp
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BasicDemo.cpp
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BasicDemo.h
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)
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ENDIF (USE_GLUT)
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