updated quickstep solver (for comparison), enabled GPU physics again (but WIN32 doesn't have the VertexTextureSupport enabled)
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@@ -19,7 +19,7 @@ subject to the following restrictions:
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#define REGISTER_CUSTOM_COLLISION_ALGORITHM 1
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#include "btBulletDynamicsCommon.h"
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#include "../Extras/quickstep/OdeConstraintSolver.h"
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "GLDebugDrawer.h"
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@@ -47,11 +47,12 @@ bool useCompound = false;//true;//false;
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#ifdef _DEBUG
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const int gNumObjects = 120;
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const int gNumObjects = 1024;
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#else
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const int gNumObjects = 120;//try this in release mode: 3000. never go above 16384, unless you increate maxNumObjects value in DemoApplication.cp
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#endif
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const int maxNumObjects = 32760;
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int shapeIndex[maxNumObjects];
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@@ -76,8 +77,8 @@ btCollisionShape* shapePtr[numShapes] =
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new btBoxShape (btVector3(50,10,50)),
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#endif
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new btCylinderShape (btVector3(CUBE_HALF_EXTENTS-gCollisionMargin,CUBE_HALF_EXTENTS-gCollisionMargin,CUBE_HALF_EXTENTS-gCollisionMargin)),
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//new btBoxShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)),
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//new btCylinderShape (btVector3(1-gCollisionMargin,CUBE_HALF_EXTENTS-gCollisionMargin,1-gCollisionMargin)),
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new btBoxShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)),
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new btSphereShape (CUBE_HALF_EXTENTS- 0.05f),
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//new btConeShape(CUBE_HALF_EXTENTS,2.f*CUBE_HALF_EXTENTS),
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@@ -249,7 +250,8 @@ void CcdPhysicsDemo::initPhysics()
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dispatcher->registerCollisionCreateFunc(SPHERE_SHAPE_PROXYTYPE,SPHERE_SHAPE_PROXYTYPE,new btSphereSphereCollisionAlgorithm::CreateFunc);
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#endif //REGISTER_CUSTOM_COLLISION_ALGORITHM
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btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
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//btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
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btConstraintSolver* solver = new OdeConstraintSolver();
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m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver);
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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