add ImplicitCloth demo, by Stan Melax
add SimpleOpenGL3App, used in ImplicitCloth demo. The Bullet 3.x demos should use this as a template, it will clean up some of the mess.
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@@ -65,7 +65,7 @@ B3_ATTRIBUTE_ALIGNED16(struct) b3SimParams
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m_gravity.setValue(0,-.3,0.f);
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m_particleRad = 0.01f;
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m_globalDamping = 1.0f;
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m_boundaryDamping = -1.f;
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m_boundaryDamping = -0.99f;
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m_collisionDamping = 0.025f;//0.02f;
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m_spring = 0.5f;
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m_shear = 0.1f;
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@@ -187,7 +187,7 @@ void ParticleDemo::setupScene(const ConstructionInfo& ci)
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cl_int pErrNum;
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cl_program prog = b3OpenCLUtils::compileCLProgramFromString(m_clData->m_clContext,m_clData->m_clDevice,particleKernelsString,0,"",INTEROPKERNEL_SRC_PATH);
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cl_program prog = b3OpenCLUtils::compileCLProgramFromString(m_clData->m_clContext,m_clData->m_clDevice,particleKernelsString,0,"",INTEROPKERNEL_SRC_PATH,true);
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m_data->m_updatePositionsKernel = b3OpenCLUtils::compileCLKernelFromString(m_clData->m_clContext, m_clData->m_clDevice,particleKernelsString, "updatePositionsKernel" ,&pErrNum,prog);
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oclCHECKERROR(pErrNum, CL_SUCCESS);
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m_data->m_updatePositionsKernel2 = b3OpenCLUtils::compileCLKernelFromString(m_clData->m_clContext, m_clData->m_clDevice,particleKernelsString, "integrateMotionKernel" ,&pErrNum,prog);
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@@ -415,7 +415,7 @@ void ParticleDemo::clientMoveAndDisplay()
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cl_mem pairsGPU = 0;
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{
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m_data->m_broadphaseGPU->calculateOverlappingPairs(64*numParticles);
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//m_data->m_broadphaseGPU->calculateOverlappingPairs(64*numParticles);
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pairsGPU = m_data->m_broadphaseGPU->getOverlappingPairBuffer();
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numPairsGPU = m_data->m_broadphaseGPU->getNumOverlap();
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}
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