clarified the comments for set/getting of an OpenGL submatrix
Thanks to Mihail Isakov, see Issue 452 Fix sleeping/deactivation issue with kinematic objects, see Issue 442
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@@ -392,15 +392,15 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
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int islandId = getUnionFind().getElement(startIslandIndex).m_id;
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bool islandSleeping = false;
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bool islandSleeping = true;
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for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
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{
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int i = getUnionFind().getElement(endIslandIndex).m_sz;
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btCollisionObject* colObj0 = collisionObjects[i];
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m_islandBodies.push_back(colObj0);
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if (!colObj0->isActive())
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islandSleeping = true;
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if (colObj0->isActive())
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islandSleeping = false;
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}
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