diff options
author | Daniel Stokes <kupomail@gmail.com> | 2013-07-24 04:32:26 +0400 |
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committer | Daniel Stokes <kupomail@gmail.com> | 2013-07-24 04:32:26 +0400 |
commit | 017d7b5447039419d784303e8c66087add8b0a99 (patch) | |
tree | 5aad63d6de9eb13df73af9549ba4be6f02b7cb7b /source/gameengine/Physics | |
parent | f77405356aa5e1816287b1afe6b6546f518cc1f1 (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')
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsController.cpp | 2 |
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); |