some finishing touches for drawing shadows/clusters/textures.
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@@ -96,12 +96,26 @@ public:
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{
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return m_dynamicsWorld;
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}
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virtual void setDrawClusters(bool drawClusters)
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{
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}
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void setOrthographicProjection();
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void resetPerspectiveProjection();
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bool setTexturing(bool enable) { return(m_shapeDrawer.enableTexture(enable)); }
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bool setShadows(bool enable) { bool p=m_enableshadows;m_enableshadows=enable;return(p); }
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bool getTexturing() const
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{
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return m_shapeDrawer.hasTextureEnabled();
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}
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bool getShadows() const
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{
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return m_enableshadows;
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}
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int getDebugMode()
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{
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@@ -110,6 +124,10 @@ public:
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void setDebugMode(int mode);
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void setAzi(float azi)
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{
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m_azi = azi;
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}
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void setCameraUp(const btVector3& camUp)
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{
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@@ -51,6 +51,10 @@ class GL_ShapeDrawer
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void drawShadow(btScalar* m, const btVector3& extrusion,const btCollisionShape* shape,const btVector3& worldBoundsMin,const btVector3& worldBoundsMax);
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bool enableTexture(bool enable) { bool p=m_textureenabled;m_textureenabled=enable;return(p); }
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bool hasTextureEnabled() const
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{
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return m_textureenabled;
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}
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static void drawCylinder(float radius,float halfHeight, int upAxis);
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static void drawCoordSystem();
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