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authorErwin Coumans <blender@erwincoumans.com>2006-12-03 01:25:47 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-12-03 01:25:47 +0300
commit438d114f1ac3c8eaa4c1d9d8ffa31271a51c85e6 (patch)
tree030c8c62a46ed0b3a527eb7cc25e277e303c59f5 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parent08ef0d346653bbe746231fdd3c94b5b3313a84a5 (diff)
- GEadded VSYNC for Mac OS X swapbuffers (can be easily undone by commenting out the #define WAIT_FOR_VSYNC 1
- GEdon't crash when attempting to add constraint on game objects without physics controller - GEimproved some physics -> graphics synchronization issues - small experiment with game engine timing to smooth framerate/reduce tearing
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 145b4eb4750..85075d6364c 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -999,6 +999,9 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
{
if (meshobj)
{
+ bm = CreateBulletShapeFromMesh(meshobj,false);
+ ci.m_localInertiaTensor.setValue(0.f,0.f,0.f);
+
// assert(0);
/*