allow for float data, and prepare for 'quad edge flip', either re-use the first triangle vertex, or second (re-use index 00 or 01)

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ejcoumans committed 2007-06-27 19:56:18 +00:00
1 parent 9099d6bed5
commit cad28a8b35
3 files changed
+43 -12

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@@ -237,7 +237,10 @@ const float TRIANGLE_SIZE=20.f;
btScalar maxHeight = 20000.f;
groundShape = new btHeightfieldTerrainShape(width,length,heightfieldData,maxHeight,upIndex);
bool useFloatDatam=false;
bool flipQuadEdges=false;
groundShape = new btHeightfieldTerrainShape(width,length,heightfieldData,maxHeight,upIndex,useFloatDatam,flipQuadEdges);
btVector3 localScaling(20,20,20);
localScaling[upIndex]=1.f;
groundShape->setLocalScaling(localScaling);