rolling friction -> combine using rolling*normal friction, add for both objects.
rolling friction -> only along the normal, until we have separate rolling friction coefficients on normal and non-normal directions Don't teleport with grasping controller (VR) Tune VR grasping a bit.
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@@ -702,7 +702,7 @@ bool CMainApplication::HandleInput()
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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///todo(erwincoumans) can't use reguar debug drawer, because physics/graphics are not in sync
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//add a special debug drawer that deals with this
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//gDebugDrawFlags = btIDebugDraw::DBG_DrawContactPoints
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//gDebugDrawFlags = btIDebugDraw::DBG_DrawWireframe;// :DBG_DrawContactPoints
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//btIDebugDraw::DBG_DrawConstraintLimits+
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//btIDebugDraw::DBG_DrawConstraints
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;
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