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authorDaniel Stokes <kupomail@gmail.com>2013-07-24 04:32:26 +0400
committerDaniel Stokes <kupomail@gmail.com>2013-07-24 04:32:26 +0400
commit017d7b5447039419d784303e8c66087add8b0a99 (patch)
tree5aad63d6de9eb13df73af9549ba4be6f02b7cb7b /source/gameengine/Physics/Bullet
parentf77405356aa5e1816287b1afe6b6546f518cc1f1 (diff)
BGE fix [#21488] Pumpkin in Gamekit Tutorial flips upside down
A reference was being grabbed when a copy was wanted.
Diffstat (limited to 'source/gameengine/Physics/Bullet')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 4350ba5d93d..1a8fda0749a 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -1146,7 +1146,7 @@ void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torque
{
//workaround for incompatibility between 'DYNAMIC' game object, and angular factor
//a DYNAMIC object has some inconsistency: it has no angular effect due to collisions, but still has torque
- const btVector3& angFac = body->getAngularFactor();
+ const btVector3 angFac = body->getAngularFactor();
btVector3 tmpFac(1,1,1);
body->setAngularFactor(tmpFac);
body->applyTorque(torque);