improve Mac OSX/Unix benchmark
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@@ -256,19 +256,19 @@ void ConcaveScene::setupScene(const ConstructionInfo& ci)
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char* fileName = "data/samurai_monastry.obj";
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// char* fileName = "data/teddy2_VHACD_CHs.obj";
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b3Vector3 shift1(0,-50,0);//0,230,80);//150,-100,-120);
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b3Vector3 shift1(0,0,0);//0,230,80);//150,-100,-120);
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b3Vector4 scaling(4,4,4,1);
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// createConcaveMesh(ci,"data/plane100.obj",shift1,scaling);
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//createConcaveMesh(ci,"data/plane100.obj",shift,scaling);
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b3Vector3 shift2(0,0,0);//0,230,80);//150,-100,-120);
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createConcaveMesh(ci,"data/teddy.obj",shift2,scaling);
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// b3Vector3 shift2(0,0,0);//0,230,80);//150,-100,-120);
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// createConcaveMesh(ci,"data/teddy.obj",shift2,scaling);
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b3Vector3 shift3(130,-150,-75);//0,230,80);//150,-100,-120);
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// b3Vector3 shift3(130,-150,-75);//0,230,80);//150,-100,-120);
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// createConcaveMesh(ci,"data/leoTest1.obj",shift3,scaling);
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createConcaveMesh(ci,"data/samurai_monastry.obj",shift3,scaling);
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createConcaveMesh(ci,"data/samurai_monastry.obj",shift1,scaling);
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} else
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{
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@@ -341,7 +341,7 @@ void ConcaveScene::createDynamicObjects(const ConstructionInfo& ci)
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float mass = 1;
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//b3Vector3 position(-2*ci.gapX+i*ci.gapX,25+j*ci.gapY,-2*ci.gapZ+k*ci.gapZ);
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b3Vector3 position(-(ci.arraySizeX/2)*CONCAVE_GAPX+i*CONCAVE_GAPX,150+j*CONCAVE_GAPY,-(ci.arraySizeZ/2)*CONCAVE_GAPZ+k*CONCAVE_GAPZ);
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b3Vector3 position(-(ci.arraySizeX/2)*CONCAVE_GAPX+i*CONCAVE_GAPX,3+j*CONCAVE_GAPY,-(ci.arraySizeZ/2)*CONCAVE_GAPZ+k*CONCAVE_GAPZ);
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b3Quaternion orn(0,0,0,1);
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b3Vector4 color = colors[curColor];
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@@ -44,15 +44,10 @@ void GpuConvexScene::setupScene(const ConstructionInfo& ci)
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int GpuConvexScene::createDynamicsObjects(const ConstructionInfo& ci)
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{
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/* int strideInBytes = 9*sizeof(float);
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(barrel_vertices)/strideInBytes;
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int numIndices = sizeof(barrel_indices)/sizeof(int);
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return createDynamicsObjects2(ci,barrel_vertices,numVertices,barrel_indices,numIndices);
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*/
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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return createDynamicsObjects2(ci,cube_vertices,numVertices,cube_indices,numIndices);
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}
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int GpuBoxPlaneScene::createDynamicsObjects(const ConstructionInfo& ci)
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