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merge from upstream
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commit
d1d4b0f0ee
3 changed files with 3 additions and 3 deletions
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@ -1080,7 +1080,6 @@ const float MIN_ALIGNMENT_DOT = 0.999999f;
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const float MIN_VELOCITY_DELTA = 0.01f;
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const float MIN_VELOCITY_DELTA = 0.01f;
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const float MIN_DAMPING_DELTA = 0.001f;
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const float MIN_DAMPING_DELTA = 0.001f;
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const float MIN_GRAVITY_DELTA = 0.001f;
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const float MIN_GRAVITY_DELTA = 0.001f;
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const float MIN_ACCELERATION_DELTA = 0.001f;
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const float MIN_SPIN_DELTA = 0.0003f;
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const float MIN_SPIN_DELTA = 0.0003f;
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void EntityItem::updatePositionInDomainUnits(const glm::vec3& value) {
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void EntityItem::updatePositionInDomainUnits(const glm::vec3& value) {
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@ -8,11 +8,9 @@
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const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
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const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
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const float DEFAULT_GRAVITY = -5.0f;
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const float DEFAULT_GRAVITY = -5.0f;
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const float TERMINAL_VELOCITY = 55.0f;
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const float JUMP_SPEED = 3.5f;
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const float JUMP_SPEED = 3.5f;
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const float MAX_FALL_HEIGHT = 20.0f;
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const float MAX_FALL_HEIGHT = 20.0f;
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const float MIN_HOVER_HEIGHT = 3.0f;
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const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
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const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
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const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
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const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
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@ -139,7 +139,10 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
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// Good to go add the brand new pipeline
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// Good to go add the brand new pipeline
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auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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<<<<<<< HEAD
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// auto it =
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// auto it =
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=======
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>>>>>>> 3ce65d297a31c83c06f8838dd21ca128b59cef59
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insert(value_type(key.getRaw(), RenderPipeline(pipeline, locations)));
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insert(value_type(key.getRaw(), RenderPipeline(pipeline, locations)));
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// If not a shadow pass, create the mirror version from the same state, just change the FrontFace
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// If not a shadow pass, create the mirror version from the same state, just change the FrontFace
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