merged most of the changes from the branch into trunk, except for COLLADA, libxml and glut glitches.
Still need to verify to make sure no unwanted renaming is introduced.
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@@ -19,7 +19,7 @@ subject to the following restrictions:
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///IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements
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///instead of the number of indices, we pass the number of triangles
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///todo: explain with pictures
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struct IndexedMesh
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struct btIndexedMesh
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{
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int m_numTriangles;
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int* m_triangleIndexBase;
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@@ -32,24 +32,24 @@ struct IndexedMesh
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///TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays.
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///Additional meshes can be added using AddIndexedMesh
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///No duplcate is made of the vertex/index data, it only indexes into external vertex/index arrays.
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///So keep those arrays around during the lifetime of this TriangleIndexVertexArray.
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class TriangleIndexVertexArray : public StridingMeshInterface
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///So keep those arrays around during the lifetime of this btTriangleIndexVertexArray.
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class btTriangleIndexVertexArray : public btStridingMeshInterface
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{
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std::vector<IndexedMesh> m_indexedMeshes;
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std::vector<btIndexedMesh> m_indexedMeshes;
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public:
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TriangleIndexVertexArray()
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btTriangleIndexVertexArray()
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{
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}
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//just to be backwards compatible
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TriangleIndexVertexArray(int numTriangleIndices,int* triangleIndexBase,int triangleIndexStride,int numVertices,float* vertexBase,int vertexStride);
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btTriangleIndexVertexArray(int numTriangleIndices,int* triangleIndexBase,int triangleIndexStride,int numVertices,float* vertexBase,int vertexStride);
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void AddIndexedMesh(const IndexedMesh& mesh)
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void AddIndexedMesh(const btIndexedMesh& mesh)
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{
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m_indexedMeshes.push_back(mesh);
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}
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