merge from upstream

This commit is contained in:
Seth Alves 2015-04-25 12:50:00 -07:00
commit d1d4b0f0ee
3 changed files with 3 additions and 3 deletions

View file

@ -1080,7 +1080,6 @@ const float MIN_ALIGNMENT_DOT = 0.999999f;
const float MIN_VELOCITY_DELTA = 0.01f;
const float MIN_DAMPING_DELTA = 0.001f;
const float MIN_GRAVITY_DELTA = 0.001f;
const float MIN_ACCELERATION_DELTA = 0.001f;
const float MIN_SPIN_DELTA = 0.0003f;
void EntityItem::updatePositionInDomainUnits(const glm::vec3& value) {

View file

@ -8,11 +8,9 @@
const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
const float DEFAULT_GRAVITY = -5.0f;
const float TERMINAL_VELOCITY = 55.0f;
const float JUMP_SPEED = 3.5f;
const float MAX_FALL_HEIGHT = 20.0f;
const float MIN_HOVER_HEIGHT = 3.0f;
const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;

View file

@ -139,7 +139,10 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
// Good to go add the brand new pipeline
auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
<<<<<<< HEAD
// auto it =
=======
>>>>>>> 3ce65d297a31c83c06f8838dd21ca128b59cef59
insert(value_type(key.getRaw(), RenderPipeline(pipeline, locations)));
// If not a shadow pass, create the mirror version from the same state, just change the FrontFace