use Syoyo Fujita's Wavefront obj loader. made some performance improvements in debug mode for Visual Studio
use Maya style controls under Windows (need to fix Linux/OSX) use ALT+mouse to rotate, and mouse pick to pick objects
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@@ -40,7 +40,7 @@
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#include "../btgui/OpenGLWindow/GLRenderToTexture.h"
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#include "raytrace/RaytracedShadowDemo.h"
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#include "shadows/ShadowMapDemo.h"
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//#include "shadows/ShadowMapDemo.h"
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#include "constraints/ConstraintsDemo.h"
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bool exportFrame=false;
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@@ -81,7 +81,7 @@ b3AlignedObjectArray<const char*> demoNames;
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int selectedDemo = 0;
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GpuDemo::CreateFunc* allDemos[]=
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{
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// ConcaveCompound2Scene::MyCreateFunc,
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//ConcaveCompound2Scene::MyCreateFunc,
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// GpuConvexScene::MyCreateFunc,
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//ConcaveSphereScene::MyCreateFunc,
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@@ -126,7 +126,7 @@ GpuDemo::CreateFunc* allDemos[]=
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GpuRaytraceScene::MyCreateFunc,
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ShadowMapDemo::MyCreateFunc,
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//ShadowMapDemo::MyCreateFunc,
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//GpuRigidBodyDemo::MyCreateFunc,
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@@ -233,6 +233,9 @@ void MyKeyboardCallback(int key, int state)
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{
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exportFrame = true;
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}
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if (sDemo)
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sDemo->keyboardCallback(key,state);
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b3DefaultKeyboardCallback(key,state);
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}
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@@ -653,7 +656,8 @@ int main(int argc, char* argv[])
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static bool once=true;
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glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
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//glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
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glClearColor(1,1,1,1);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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window->setWheelCallback(b3DefaultWheelCallback);
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