improve friction quality, add shader-only support, improve debug drawing facilities, fix couple things

This commit is contained in:
Irlan
2017-02-07 14:31:52 -02:00
parent d59b67c3c3
commit a346a1472d
30 changed files with 1795 additions and 20880 deletions

View File

@ -57,18 +57,18 @@ public:
for (u32 i = 0; i < featurePair.countA; ++i)
{
u32 index = featurePair.indexA[i];
g_debugDraw->DrawPoint(m_xfA * m_proxyA.GetVertex(index), b3Color(1.0f, 1.0f, 0.0f));
g_debugDraw->DrawPoint(m_xfA * m_proxyA.GetVertex(index), 4.0f, b3Color(1.0f, 1.0f, 0.0f));
}
for (u32 i = 0; i < featurePair.countB; ++i)
{
u32 index = featurePair.indexB[i];
g_debugDraw->DrawPoint(m_xfB * m_proxyB.GetVertex(index), b3Color(1.0f, 1.0f, 0.0f));
g_debugDraw->DrawPoint(m_xfB * m_proxyB.GetVertex(index), 4.0f, b3Color(1.0f, 1.0f, 0.0f));
}
}
g_debugDraw->DrawPoint(out.pointA, b3Color(0.0f, 1.0f, 0.0f));
g_debugDraw->DrawPoint(out.pointB, b3Color(0.0f, 1.0f, 0.0f));
g_debugDraw->DrawPoint(out.pointA, 4.0f, b3Color(0.0f, 1.0f, 0.0f));
g_debugDraw->DrawPoint(out.pointB, 4.0f, b3Color(0.0f, 1.0f, 0.0f));
g_debugDraw->DrawSegment(out.pointA, out.pointB, b3Color(1.0f, 1.0f, 1.0f));
g_debugDraw->DrawTransform(m_xfA);