added hierarchical profiling (needs more cleanup)
avoid dynamic allocations in btRaycastVehicle
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@@ -449,21 +449,9 @@ void VehicleDemo::clientMoveAndDisplay()
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void VehicleDemo::displayCallback(void)
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{
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clientMoveAndDisplay();
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return;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//m_dynamicsWorld->updateAabbs();
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//draw contactpoints
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//m_physicsEnvironmentPtr->CallbackTriggers();
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//renderme();
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renderme();
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glFlush();
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