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Ignore:
Timestamp:
Apr 28, 2011, 7:15:14 AM (13 years ago)
Author:
rgrieder
Message:

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/trunk/src/external/bullet/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h

    r5781 r8351  
    11/*
    22Bullet Continuous Collision Detection and Physics Library
    3 Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
     3Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
    44
    55This software is provided 'as-is', without any express or implied warranty.
     
    2828        BT_DECLARE_ALIGNED_ALLOCATOR();
    2929
    30         int                     m_numTriangles;
    31         const unsigned char *           m_triangleIndexBase;
    32         int                     m_triangleIndexStride;
    33         int                     m_numVertices;
    34         const unsigned char *           m_vertexBase;
    35         int                     m_vertexStride;
    36         // The index type is set when adding an indexed mesh to the
    37         // btTriangleIndexVertexArray, do not set it manually
    38         PHY_ScalarType          m_indexType;
    39         int                     pad;
     30   int                     m_numTriangles;
     31   const unsigned char *   m_triangleIndexBase;
     32   int                     m_triangleIndexStride;
     33   int                     m_numVertices;
     34   const unsigned char *   m_vertexBase;
     35   int                     m_vertexStride;
     36
     37   // The index type is set when adding an indexed mesh to the
     38   // btTriangleIndexVertexArray, do not set it manually
     39   PHY_ScalarType m_indexType;
     40
     41   // The vertex type has a default type similar to Bullet's precision mode (float or double)
     42   // but can be set manually if you for example run Bullet with double precision but have
     43   // mesh data in single precision..
     44   PHY_ScalarType m_vertexType;
     45
     46
     47   btIndexedMesh()
     48           :m_indexType(PHY_INTEGER),
     49#ifdef BT_USE_DOUBLE_PRECISION
     50      m_vertexType(PHY_DOUBLE)
     51#else // BT_USE_DOUBLE_PRECISION
     52      m_vertexType(PHY_FLOAT)
     53#endif // BT_USE_DOUBLE_PRECISION
     54      {
     55      }
    4056}
    4157;
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