use btScalar instead of float for btTriangleMesh
thanks to nsarkozi. This fixes issue 704
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@@ -111,10 +111,10 @@ int btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicat
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return i/3;
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return i/3;
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}
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}
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}
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}
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}
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}
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m_3componentVertices.push_back((float)vertex.getX());
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m_3componentVertices.push_back(vertex.getX());
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m_3componentVertices.push_back((float)vertex.getY());
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m_3componentVertices.push_back(vertex.getY());
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m_3componentVertices.push_back((float)vertex.getZ());
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m_3componentVertices.push_back(vertex.getZ());
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m_indexedMeshes[0].m_numVertices++;
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m_indexedMeshes[0].m_numVertices++;
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m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0];
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m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0];
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return (m_3componentVertices.size()/3)-1;
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return (m_3componentVertices.size()/3)-1;
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@@ -27,7 +27,7 @@ subject to the following restrictions:
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class btTriangleMesh : public btTriangleIndexVertexArray
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class btTriangleMesh : public btTriangleIndexVertexArray
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{
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{
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btAlignedObjectArray<btVector3> m_4componentVertices;
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btAlignedObjectArray<btVector3> m_4componentVertices;
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btAlignedObjectArray<float> m_3componentVertices;
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btAlignedObjectArray<btScalar> m_3componentVertices;
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btAlignedObjectArray<unsigned int> m_32bitIndices;
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btAlignedObjectArray<unsigned int> m_32bitIndices;
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btAlignedObjectArray<unsigned short int> m_16bitIndices;
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btAlignedObjectArray<unsigned short int> m_16bitIndices;
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