- fixing various race conditions throughout (usage of static vars, etc)
- addition of a few lightweight mutexes (which are compiled out by default)
- slight code rearrangement in discreteDynamicsWorld to facilitate multithreading
- PoolAllocator::allocate() can now be called when pool is full without
crashing (null pointer returned)
- PoolAllocator allocate and freeMemory, are OPTIONALLY threadsafe
(default is un-threadsafe)
- CollisionDispatcher no longer checks if the pool allocator is full
before calling allocate(), instead it just calls allocate() and
checks if the return is null -- this avoids a race condition
- SequentialImpulseConstraintSolver OPTIONALLY uses different logic in
getOrInitSolverBody() to avoid a race condition with kinematic bodies
- addition of 2 classes which together allow simulation islands to be run
in parallel:
- btSimulationIslandManagerMt
- btDiscreteDynamicsWorldMt
- MultiThreadedDemo example in the example browser demonstrating use of
OpenMP, Microsoft PPL, and Intel TBB
- use multithreading for other demos
- benchmark demo: add parallel raycasting
36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
#ifndef SIMPLE_OPENGL2_APP_H
|
|
#define SIMPLE_OPENGL2_APP_H
|
|
|
|
#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
|
|
|
|
class SimpleOpenGL2App : public CommonGraphicsApp
|
|
{
|
|
protected:
|
|
struct SimpleOpenGL2AppInternalData* m_data;
|
|
|
|
public:
|
|
SimpleOpenGL2App(const char* title, int width, int height);
|
|
virtual ~SimpleOpenGL2App();
|
|
|
|
virtual void drawGrid(DrawGridData data=DrawGridData());
|
|
virtual void setUpAxis(int axis);
|
|
virtual int getUpAxis() const;
|
|
|
|
virtual void swapBuffer();
|
|
virtual void drawText( const char* txt, int posX, int posY, float size);
|
|
virtual void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA){};
|
|
virtual void setBackgroundColor(float red, float green, float blue);
|
|
virtual int registerCubeShape(float halfExtentsX,float halfExtentsY, float halfExtentsZ, int textureIndex = -1, float textureScaling = 1)
|
|
{
|
|
return 0;
|
|
}
|
|
virtual int registerGraphicsUnitSphereShape(EnumSphereLevelOfDetail lod, int textureId=-1)
|
|
{
|
|
return 0;
|
|
}
|
|
virtual void drawText3D( const char* txt, float posX, float posZY, float posZ, float size);
|
|
virtual void registerGrid(int xres, int yres, float color0[4], float color1[4]);
|
|
|
|
|
|
};
|
|
#endif //SIMPLE_OPENGL2_APP_H
|