improve friction quality, add shader-only support, improve debug drawing facilities, fix couple things
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@ -57,18 +57,18 @@ public:
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for (u32 i = 0; i < featurePair.countA; ++i)
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{
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u32 index = featurePair.indexA[i];
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g_debugDraw->DrawPoint(m_xfA * m_proxyA.GetVertex(index), b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(m_xfA * m_proxyA.GetVertex(index), 4.0f, b3Color(1.0f, 1.0f, 0.0f));
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}
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for (u32 i = 0; i < featurePair.countB; ++i)
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{
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u32 index = featurePair.indexB[i];
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g_debugDraw->DrawPoint(m_xfB * m_proxyB.GetVertex(index), b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(m_xfB * m_proxyB.GetVertex(index), 4.0f, b3Color(1.0f, 1.0f, 0.0f));
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}
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}
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g_debugDraw->DrawPoint(out.pointA, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(out.pointB, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(out.pointA, 4.0f, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(out.pointB, 4.0f, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(out.pointA, out.pointB, b3Color(1.0f, 1.0f, 1.0f));
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g_debugDraw->DrawTransform(m_xfA);
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