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authorErwin Coumans <blender@erwincoumans.com>2005-07-27 13:30:53 +0400
committerErwin Coumans <blender@erwincoumans.com>2005-07-27 13:30:53 +0400
commit411123b2502388c9082886be48db93836ceacea8 (patch)
tree2d37fe8fc95b71b603a9e2fdf76580768a134313 /source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
parentb8142515ce762107a186fac501d73a2dbe42047a (diff)
- added debug line drawing in gameengine (handy for debugging physics problems)
- added #ifdef for a visual studio 8 crashing problems - added scaling and tolerances to triangle meshes
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObject.h')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObject.h8
1 files changed, 7 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
index 60a9d560a06..b8cf5491d41 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
@@ -35,7 +35,13 @@
/* These are defined by the build system... */
//#define USE_SUMO_SOLID
//#define USE_ODE
-//#define USE_BULLET
+
+//on visual studio 8, always enable BULLET.
+//you can have multiple physics engines running anyway, and
+//the build system doesn't really support this at the moment.
+#if 1400 > _MSC_VER
+#define USE_BULLET
+#endif
class RAS_MeshObject;
class KX_Scene;