drop qsg
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		| @@ -35,9 +35,15 @@ void b3EndProfileScope() | ||||
| // using Bounce.  | ||||
| int main(int argc, char** argv) | ||||
| { | ||||
| 	// The world. We allocate it using the heap but you can to it  | ||||
| 	// on the stack if the stack is sufficiently large. | ||||
| 	b3World* world = new b3World(); | ||||
|  | ||||
| 	// The world gravity. | ||||
| 	const b3Vec3 gravity(0.0f, -9.8f, 0.0f); | ||||
| 	 | ||||
| 	world->SetGravity(gravity); | ||||
| 	 | ||||
| 	// The fixed time step size. | ||||
| 	const float32 timeStep = 1.0f / 60.0f; | ||||
| 	 | ||||
| @@ -47,11 +53,6 @@ int main(int argc, char** argv) | ||||
| 	// Number of iterations for the position constraint solver. | ||||
| 	const u32 positionIterations = 2; | ||||
|  | ||||
| 	// The world-> We allocate it using the heap but you can to it  | ||||
| 	// on the stack if the stack is sufficiently large. | ||||
| 	b3World* world = new b3World(); | ||||
| 	world->SetGravity(gravity); | ||||
|  | ||||
| 	// Create a static ground body at the world origin. | ||||
| 	b3BodyDef groundDef; | ||||
| 	b3Body* ground = world->CreateBody(groundDef); | ||||
|   | ||||
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