updated quickstep solver (for comparison), enabled GPU physics again (but WIN32 doesn't have the VertexTextureSupport enabled)
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@@ -25,10 +25,7 @@
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#ifdef USE_SOR_SOLVER
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// SOR LCP taken from ode quickstep,
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// todo: write own successive overrelaxation gauss-seidel, or jacobi iterative solver
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// SOR LCP taken from ode quickstep, for comparisons to Bullet sequential impulse solver.
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#include "LinearMath/btScalar.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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@@ -648,8 +645,8 @@ void SolveInternal1 (float global_cfm,
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dMULTIPLY2_333 (tmp,body[i]->m_invI,body[i]->m_R);
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dMULTIPLY0_333 (invI+i*12,body[i]->m_R,tmp);
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// compute rotational force
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dMULTIPLY0_331 (tmp,I+i*12,body[i]->m_angularVelocity);
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dCROSS (body[i]->m_tacc,-=,body[i]->m_angularVelocity,tmp);
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// dMULTIPLY0_331 (tmp,I+i*12,body[i]->m_angularVelocity);
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// dCROSS (body[i]->m_tacc,-=,body[i]->m_angularVelocity,tmp);
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}
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