Wrox Programmer Forums

Need to download code?

View our list of code downloads.

Register | FAQ | Members List | Calendar | Search | Today's Posts | Mark Forums Read
BOOK: Game and Graphics Programming for iOS and Android with OpenGL ES 2.0
This is the forum to discuss the Wrox book Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 by Romain Marucchi-Foino; ISBN: 978-1-1199-7591-5
Welcome to the p2p.wrox.com Forums.

You are currently viewing the BOOK: Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 section of the Wrox Programmer to Programmer discussions. This is a community of tens of thousands of software programmers and website developers including Wrox book authors and readers. As a guest, you can read any forum posting. By joining today you can post your own programming questions, respond to other developersí questions, and eliminate the ads that are displayed to guests. Registration is fast, simple and absolutely free .
DRM-free e-books 300x50
Reply
 
Thread Tools Display Modes
  #1 (permalink)  
Old May 29th, 2017, 02:41 PM
Registered User
 
Join Date: May 2017
Posts: 1
Thanks: 0
Thanked 0 Times in 0 Posts
Smile Problem adding metal shininess to a car game

Hi, I made a car game working chapter 6-6 of the book, it works. When I mix it with chapter 4-5 for metal shininess the car instead of going straight moves in diagonal like in the physics world moves ok because it does not fall of the road like in the physics world I'm just going forward but in the drawing world something broke because it goes front left.
I updated the bullet physics version like the 3rd older current one, don't remember exact one, the newer does not work.

templateAppDraw working without shininess:
Code:
float nmx=0, nmy=0, nmz=0, ntx, nty, nAcc=0, nAccLast=0;
unsigned n=0;
int nAccelActive=0;

int bBrakesOn=0;

void templateAppDraw( void ) {
 //#ifndef __IPHONE_4_0
    pthread_mutex_lock( &mAcc );
    nAccLast=nAcc;
    pthread_mutex_unlock( &mAcc );
//#endif
    //B 98ft 30.02 mts
    // 60MPH 90.621KMH
    // 3472Lbs 1574kg
    static int nLastGear;
    static float nLastK;
    static float nLastRot;
    static float nDistance=0;
    static float nZeroCount=0;
    static float n60Count=0;
    static int nPrint=0;
    
    SoundERpm(vehicle->m_currentRpm);
    ///
    float nRotDelta=-1*nLastRot+vehicle->m_vehicle->getWheelInfo(2).m_rotation;
    float nWheelDiameter=vehicle->m_vehicle->getWheelInfo(2).m_wheelsRadius*2*3.14159f;
    float nDeltaDistance=nRotDelta*nWheelDiameter;
    if(bBrakesOn)
    {
        nDistance+=nRotDelta;
        if(abs(vehicle->m_vehicle->getCurrentSpeedKmHour())==0)
        {
            nZeroCount++;
            if(nZeroCount>=1 && !nPrint){
            console_print("!!!!!!!! Distance %.1fmts %.1ff",nDistance,nDistance*3.28f);
                nPrint=1;
            }
        }
        else{
            nZeroCount=0;
        }
    }
    nLastRot=vehicle->m_vehicle->getWheelInfo(2).m_rotation;
    //  Kmh 87.00  MPH 54.02
    // 81.72MPH 2Gear
    if(nLastGear==2 && vehicle->gears->m_currentGear==3)
    {
        console_print("!!!!!!!!!!!!!! Max Kmh %.2f MPH%.2f  Gear(2), RPM:%.0f",nLastK*1.5721f
                      , nLastK*1.5721f*0.621f,(float)vehicle->m_currentRpm);
    }
    nLastK=abs(vehicle->m_vehicle->getCurrentSpeedKmHour());
    nLastGear=vehicle->gears->m_currentGear;
    /*if(nLastK*1.5721f*0.621f>=60)
    {
        n60Count++;
        console_print("--> Kmh %.2f MPH%.2f ",nLastK*1.5721f
                      , nLastK*1.5721f*0.621f);
        if(n60Count>=1)
        {
        bBrakesOn=1;
        }
    }
    else{
        n60Count=0;
    }*/
    
    
    if(nAccelActive){
            vehicle->steeringClamp=0.3f;
            vehicle->gVehicleSteering = -1.f*((nAccLast)/(float)9)*vehicle->steeringClamp;

    }
    static unsigned int start = get_milli_time(),
    fps = 0, lastfps=10;
    if( get_milli_time() - start >= 1000 ) {
		//console_print( " FPS: %d  \n",fps);
        console_print( " FPS: %d  KMH:%.0f MPH:%.0f RPM:%.0f\n",fps, (float)abs(vehicle->m_vehicle->getCurrentSpeedKmHour())*1.5721f,
                      (float)abs(vehicle->m_vehicle->getCurrentSpeedKmHour())*0.621f*1.5721f, vehicle->m_currentRpm);
        //console_print("Force: %f\n",(float)vehicle->gEngineForce);
        //console_print("Gear cur:%d curRatio:%.1f A:%d",vehicle->gears->m_currentGear,vehicle->gears->m_gears[vehicle->gears->m_currentGear].m_ratio, (int)vehicle->gears->m_isAutomatic);
        start = get_milli_time();
        lastfps=fps;
        fps = 0;
    }
    ++fps;
	
    
n++;
	if( restart_game )
	{
		templateAppExit();
		
		load_game();
		
		ball_index = 0;

		restart_game = 0;
	}

	glClearColor( 0, 0, 0.5f, 1.0f );
	glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );


	GFX_set_matrix_mode( MODELVIEW_MATRIX );
	GFX_load_identity(); {
        btVector3 vCarO =vehicle->m_carChassis->getWorldTransform().getOrigin();
        btMatrix3x3 vCarB=vehicle->m_carChassis->getWorldTransform().getBasis();
        btVector3 vF,vCamT, vCam=btVector3(0,-7.49f,-1.2f);
        //btVector3 vF,vCamT, vCam=btVector3(-7.49f,0,-1.2f);
        //btVector3 vF,vCamT, vCam=btVector3(0,7.49f,-1.2f);
        vCamT=btVector3(vCam.x(),vCam.z(),-1*vCam.y());
        vF=vCarO-(vCarB*vCamT  );
        vec3 e = { vF.x(),vF.y(),vF.z()},
        c = {  vCarO.x(),vCarO.y(),vCarO.z()+1},
        u = {  0.0f,  0.0f, 1.0f  };
        /*vec3 e = {  -65.44f+nmx, 305.13f+nmy,  -9.71f },
        c = {  -65.44f,299.39f ,  -10.00f},
        u = {  0.0f,  0.0f, 1.0f  };*/
	    /*vec3 e = {0.0f , -28.0f+nmx, -4.35f},
	    	 c = { 0.0f, 0.0f,  1.35f},
	    	 u = { 0.0f,    0.0f,  1.0f  };*/
	    /*vec3 e = { 7.4, -6.5, 5.3},
	    			 c = { 0.0f, 0, 0 },
	    			 u = { 0.0f,    0.0f,  1.0f  };*/
	    		/*vec3 e = { 0.0f, +10.36f, 10.64f },
			 c = { 0.0f, 0, 0 },
			 u = { 0.0f,    0.0f,  1.0f  };*/

		GFX_look_at( &e, &c, &u );
	}

	unsigned int i = 0;

	while( i != obj->n_objmesh ) {

		OBJMESH *objmesh = &obj->objmesh[ i ];
		if(objmesh==oCar || objmesh==rearlight1 || objmesh==rearlight2){
            if(n==1 && objmesh==oCar){
             
            OBJMESH *o = &obj->objmesh[ i ];
                btVector3 v=o->btrigidbody->getCenterOfMassPosition();
                
                console_print(  "\nF Name: %s %s",o->name,(o->btrigidbody->getInternalType()&btCollisionObject::CO_RIGID_BODY)?"Rigid Body":"Not Rigid Body");
                console_print(  " Loc: %.2f,%.2f,%.2f ",o->location.x,o->location.y,o->location.z);
                console_print(  " LocPhy: %.2f,%.2f,%.2f ", v.x(),v.y(), v.z());
                v=o->btrigidbody->getWorldTransform().getOrigin();
                console_print(  " LocPhy2: %.2f,%.2f,%.2f ", v.x(),v.y(), v.z());
                console_print(  " Rot: %.2f,%.2f,%.2f ",o->rotation.x,o->rotation.y,o->rotation.z);
            console_print(  " Scale: %.2f,%.2f,%.2f ",o->scale.x,o->scale.y,o->scale.z);
            console_print(  " Min: %.2f,%.2f,%.2f ",o->min.x,o->min.y,o->min.z);
            console_print(  " max: %.2f,%.2f,%.2f ",o->max.x,o->max.y,o->max.z);
            console_print(  " dimension: %.2f,%.2f,%.2f ",o->dimension.x,o->dimension.y,o->dimension.z);
            console_print(  " radius: %.2f ", o->radius);
            console_print(  " distance: %.2f ", o->distance);
            console_print(  " stride: %u ", o->stride);
                }
            i++;
            continue;
        }
		GFX_push_matrix();
        GLE
		if(vehicle->RigidBodyIsWheel(objmesh))
         {
         mat4 mat;
         int n2=vehicle->GetWheelIndex(objmesh);
             vehicle->m_vehicle->getWheelInfo(n2).m_worldTransform.getOpenGLMatrix(( float * )&mat);
             //vehicle->m_vehicle->getWheelTransformWS(n2).
             vehicle->m_vehicle->getWheelTransformWS(n2).getOpenGLMatrix(( float * )&mat);
             //vehicle->m_vehicle->
             //vehicle->m_vehicle->getWheelInfo(n2).updateWheel(<#const btRigidBody &chassis#>, <#btWheelInfo::RaycastInfo &raycastInfo#>)
         GFX_multiply_matrix( &mat );GLE
             if(n==1){
                 
                 OBJMESH *o = &obj->objmesh[ i ];
                 const btVector3 v=vehicle->m_vehicle->getWheelInfo(n2).m_worldTransform.getOrigin();
                 console_print(  "\nF Name: %s ",o->name);
                 console_print(  " Loc: %.2f,%.2f,%.2f ",o->location.x,o->location.y,o->location.z);
                 console_print(  " LocPhy: %.2f,%.2f,%.2f ", v.x(),
                               v.y(), v.z());
                 
             }
             
         
         }
        else if(objmesh->oParentTransform)
        {
         
            mat4 mat;
            btVector3 v,vO,vOT;
            objmesh->oParentTransform->getOpenGLMatrix(( float * )&mat);
            //GFX_multiply_matrix( &mat );
            btMatrix3x3 m= objmesh->oParentTransform->getBasis();
            vO=*objmesh->vOrigin;
            if(strstr(objmesh->name,"Wheel"))
                vOT=btVector3(-1*vO.x(),-1*vO.y(),vO.z());
            else
            vOT=btVector3(vO.x(),vO.z(),-1*vO.y());
            v=objmesh->oParentTransform->getOrigin()-(m*vOT  );
            if(n==1){
                console_print(  " LocPhy: %.2f,%.2f,%.2f %s", v.x(),
                              v.y(), v.z(),objmesh->name);
            }
            if(!objmesh->oTransform)
                objmesh->oTransform=new btTransform();
            objmesh->oTransform->setFromOpenGLMatrix(( float * )&mat);
            objmesh->oTransform->setOrigin(v);
            objmesh->oTransform->getOpenGLMatrix(( float * )&mat);
            GFX_multiply_matrix( &mat );GLE
            //GFX_translate( v.x(), v.z(),v.y());
        }
        else if( objmesh->btrigidbody )
		{
			mat4 mat;
			if(n==1){
				console_print( "DRAW  %s  ", objmesh->name);
			}
			objmesh->btrigidbody->getWorldTransform().getOpenGLMatrix( ( float * )&mat );
			
			GFX_multiply_matrix( &mat );GLE
		}
        else GFX_translate( objmesh->location.x,
							objmesh->location.y, objmesh->location.z						 );
		
		glUniformMatrix4fv( program->uniform_array[ 0 ].location,
							1,
							GL_FALSE,
							( float * )GFX_get_modelview_projection_matrix() );GLE

		    OBJ_draw_mesh( obj, i );
GLE
		GFX_pop_matrix();
		GLE
		++i;
	}
	int n, nEnd;
    nFramePrint=1;
    if(lastfps<=0)lastfps=5;
    bCarFlying=1;
    for(nEnd=20,n=0; n<nEnd; n++)
    {
        if(!n)nFramePrint=1;
        else nFramePrint=0;
        if(n==1){
        		//console_print( "Apply central impulse  ");
        	}//console_print( "DRAW", "  stepSimulation  ");
        vehicle->m_carChassis->applyCentralImpulse(btVector3(0,0,abs(vehicle->m_vehicle->getCurrentSpeedKmHour())/-7.f));
        vehicle->renderme((1.0f/nEnd) / ((float)lastfps/2.0f));
        if(n==1){
        		//console_print( "StepSimulation lastfps=%f! ->%f ",(float)lastfps,(float)( (1.0f/nEnd) / ((float)lastfps/2.0f)));
        	}//console_print( "DRAW", "  stepSimulation  ");
            dynamicsworld->stepSimulation( (1.0f/nEnd) / ((float)lastfps/2.0f));
        
    }
    
	GLE
    //if(bCarFlying)
    //    console_print("Car Flying!!!");
    
}


templateAppDraw not working with shininess, instead of going straight goes straight and to the left without falling of the road:

Code:
float nmx=0, nmy=0, nmz=0, ntx, nty, nAcc=0, nAccLast=0;
unsigned n=0;
int nAccelActive=0;

int bBrakesOn=0;

void templateAppDraw( void ) {

	//#ifndef __IPHONE_4_0
    //pthread_mutex_lock( &mAcc );
    //nAccLast=nAcc;
    //pthread_mutex_unlock( &mAcc );
	
	
	
//#endif
    //B 98ft 30.02 mts
    // 60MPH 90.621KMH
    // 3472Lbs 1574kg
    static int nLastGear;
    static float nLastK;
    static float nLastRot;
    static float nDistance=0;
    static float nZeroCount=0;
    static float n60Count=0;
    static int nPrint=0;
 
 
 
 glClearColor( 0.5f, 0.5f, 0.5f, 1.0f );
	glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );

	GFX_set_matrix_mode( MODELVIEW_MATRIX );

	GFX_load_identity();

	/*vec3 e = {  0.0f, -6.0f, 1.35f },
		 c = {  0.0f, -5.0f, 1.35f },
		 u = {  0.0f,  0.0f, 1.0f  };*/
	
	
	//vec3 e = {  -65.44f/2, (299.39f-300.67f)*nmx+300.67f/10,   (-10.f+8.80f)*nmx+65.8f},
    //c = {  -65.44f/2, 299.39f/10, 65.00f},
    vec3 e = {  -65.44f, -8.f,   -310.8f},
    c = {  -65.44f, -10.f, -296.00f},
    u = {  0.0f,  1.0f, 0.0f  };
    
	
	GFX_look_at( &e, &c, &u );

	
	
	   if(nAccelActive){
            vehicle->steeringClamp=0.3f;
            vehicle->gVehicleSteering = -1.f*((nAccLast)/(float)9)*vehicle->steeringClamp;

    }
    static unsigned int start = get_milli_time(),
    fps = 0, lastfps=10;
    if( get_milli_time() - start >= 1000 ) {
		//console_print( " FPS: %d  \n",fps);
        console_print( " FPS: %d  KMH:%.0f MPH:%.0f RPM:%.0f\n",fps, (float)abs(vehicle->m_vehicle->getCurrentSpeedKmHour())*1.5721f,
                      (float)abs(vehicle->m_vehicle->getCurrentSpeedKmHour())*0.621f*1.5721f, vehicle->m_currentRpm);
        //console_print("Force: %f\n",(float)vehicle->gEngineForce);
        //console_print("Gear cur:%d curRatio:%.1f A:%d",vehicle->gears->m_currentGear,vehicle->gears->m_gears[vehicle->gears->m_currentGear].m_ratio, (int)vehicle->gears->m_isAutomatic);
        start = get_milli_time();
        lastfps=fps;
        fps = 0;
    }
    ++fps;

	
	
	unsigned int i = 0;
	
	while( i != obj->n_objmesh ) { 
		OBJMESH *objmesh = &obj->objmesh[ i ];
		if(strstr(objmesh->name,"Skel")){
            i++;
            continue;
        }
		
		OBJMATERIAL *objmaterial = obj->objmesh[ i ].objtrianglelist[ 0 ].objmaterial;

		if( objmaterial->dissolve == 1.0f ) {
		
			GFX_push_matrix();
			
			if(vehicle->RigidBodyIsWheel(objmesh))
         { /*
         mat4 mat;
         int n2=vehicle->GetWheelIndex(objmesh);
             vehicle->m_vehicle->getWheelInfo(n2).m_worldTransform.getOpenGLMatrix(( float * )&mat);
             //vehicle->m_vehicle->getWheelTransformWS(n2).
             vehicle->m_vehicle->getWheelTransformWS(n2).getOpenGLMatrix(( float * )&mat);
             //vehicle->m_vehicle->
             //vehicle->m_vehicle->getWheelInfo(n2).updateWheel(<#const btRigidBody &chassis#>, <#btWheelInfo::RaycastInfo &raycastInfo#>)
         GFX_multiply_matrix( &mat );GLE
             if(n==1){
                 
                 OBJMESH *o = &obj->objmesh[ i ];
                 const btVector3 v=vehicle->m_vehicle->getWheelInfo(n2).m_worldTransform.getOrigin();
                 console_print(  "\nF Name: %s ",o->name);
                 console_print(  " Loc: %.2f,%.2f,%.2f ",o->location.x,o->location.y,o->location.z);
                 console_print(  " LocPhy: %.2f,%.2f,%.2f ", v.x(),
                               v.y(), v.z());
                 
             }
             */
         
         }
        else if(objmesh->oParentTransform)
        {
         
            /*mat4 mat;
            btVector3 v,vO,vOT;
            objmesh->oParentTransform->getOpenGLMatrix(( float * )&mat);
            //GFX_multiply_matrix( &mat );
            btMatrix3x3 m= objmesh->oParentTransform->getBasis();
            vO=*objmesh->vOrigin;
            if(strstr(objmesh->name,"Wheel"))
                vOT=btVector3(-1*vO.x(),-1*vO.y(),vO.z());
            else
            vOT=btVector3(vO.x(),vO.z(),-1*vO.y());
            v=objmesh->oParentTransform->getOrigin()-(m*vOT  );
            if(n==1){
                console_print(  " LocPhy: %.2f,%.2f,%.2f %s", v.x(),
                              v.y(), v.z(),objmesh->name);
            }
            if(!objmesh->oTransform)
                objmesh->oTransform=new btTransform();
            objmesh->oTransform->setFromOpenGLMatrix(( float * )&mat);
            objmesh->oTransform->setOrigin(v);
            objmesh->oTransform->getOpenGLMatrix(( float * )&mat);
            btMatrix3x3 mat33;
            mat33.setValue(mat.m[0].x, mat.m[0].y, mat.m[0].z, mat.m[1].x, mat.m[1].y, mat.m[1].z, mat.m[2].x, mat.m[2].y,mat.m[2].z);
            vO=mat33*v;
            //GFX_multiply_matrix( &mat );GLE
            GFX_translate( vO.getX(), vO.getY(),vO.getZ());*/
        }
        /*else if( objmesh->btrigidbody )
		{
			mat4 mat;
			if(n==1){
				console_print( "DRAW  %s  ", objmesh->name);
			}
			objmesh->btrigidbody->getWorldTransform().getOpenGLMatrix( ( float * )&mat );
			
			GFX_multiply_matrix( &mat );GLE
		}*/
        else {
			GFX_translate( obj->objmesh[ i ].location.x, 
						   obj->objmesh[ i ].location.y,
						   obj->objmesh[ i ].location.z );
			}
			OBJ_draw_mesh( obj, i );
			
			GFX_pop_matrix();
		}
		
		++i;
	}
	
	glEnable( GL_BLEND );
	glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

	i = 0;
	while( i != obj->n_objmesh ) { 
        OBJMESH *objmesh = &obj->objmesh[ i ];
		if(strstr(objmesh->name,"Skel")){
            i++;
            continue;
        }
		
		OBJMATERIAL *objmaterial = obj->objmesh[ i ].objtrianglelist[ 0 ].objmaterial;

		if( objmaterial->dissolve != 1.0f ) {

			GFX_push_matrix();

            if(vehicle->RigidBodyIsWheel(objmesh))
            {
                mat4 mat;
                int n2=vehicle->GetWheelIndex(objmesh);
                try{
                vehicle->m_vehicle->getWheelInfo(n2).m_worldTransform.getOpenGLMatrix(( float * )&mat);
                //vehicle->m_vehicle->getWheelTransformWS(n2).
                vehicle->m_vehicle->getWheelTransformWS(n2).getOpenGLMatrix(( float * )&mat);
                GFX_multiply_matrix( &mat );GLE
                }catch(OBJMESH *o)
                {
                    
                }
                if(n==1){
                    
                    OBJMESH *o = &obj->objmesh[ i ];
                    const btVector3 v=vehicle->m_vehicle->getWheelInfo(n2).m_worldTransform.getOrigin();
                    console_print(  "\nF Name: %s ",o->name);
                    console_print(  " Loc: %.2f,%.2f,%.2f ",o->location.x,o->location.y,o->location.z);
                    console_print(  " LocPhy: %.2f,%.2f,%.2f ", v.x(),
                                  v.y(), v.z());
                    
                }
                
                
            }
            else if(objmesh->oParentTransform)
            {
                
                mat4 mat;
                btVector3 v,vO,vOT;
                objmesh->oParentTransform->getOpenGLMatrix(( float * )&mat);
                //GFX_multiply_matrix( &mat );
                btMatrix3x3 m= objmesh->oParentTransform->getBasis();
                vO=*objmesh->vOrigin;
                if(strstr(objmesh->name,"Wheel"))
                    vOT=btVector3(-1*vO.x(),-1*vO.y(),vO.z());
                else
                    vOT=btVector3(vO.x(),vO.z(),-1*vO.y());
                v=objmesh->oParentTransform->getOrigin()-(m*vOT  );
                if(n==1){
                    console_print(  " LocPhy: %.2f,%.2f,%.2f %s", v.x(),
                                  v.y(), v.z(),objmesh->name);
                }
                if(!objmesh->oTransform)
                    objmesh->oTransform=new btTransform();
                objmesh->oTransform->setFromOpenGLMatrix(( float * )&mat);
                objmesh->oTransform->setOrigin(v);
                objmesh->oTransform->getOpenGLMatrix(( float * )&mat);
                btMatrix3x3 mat33;
                mat33.setValue(mat.m[0].x, mat.m[0].y, mat.m[0].z, mat.m[1].x, mat.m[1].y, mat.m[1].z, mat.m[2].x, mat.m[2].y,mat.m[2].z);
                vO=mat33*v;
                //GFX_multiply_matrix( &mat );GLE
                GFX_translate( vO.getX(), vO.getY(),vO.getZ());
            }
            /*else if( objmesh->btrigidbody )
             {
             mat4 mat;
             if(n==1){
             console_print( "DRAW  %s  ", objmesh->name);
             }
             objmesh->btrigidbody->getWorldTransform().getOpenGLMatrix( ( float * )&mat );
             
             GFX_multiply_matrix( &mat );GLE
             }*/
            else GFX_translate( obj->objmesh[ i ].location.x,
						   obj->objmesh[ i ].location.y,
						   obj->objmesh[ i ].location.z );

			glCullFace( GL_FRONT );
			
			OBJ_draw_mesh( obj, i );
			
			glCullFace( GL_BACK );
			OBJ_draw_mesh( obj, i );

			GFX_pop_matrix();
		}
		
		++i;
	}

	glDisable( GL_BLEND );

int n, nEnd;
    //nFramePrint=1;
    if(lastfps<=0)lastfps=5;
    //bCarFlying=1;
    for(nEnd=20,n=0; n<nEnd; n++)
    {
        //if(!n)nFramePrint=1;
        //else nFramePrint=0;
        if(n==1){
        		//console_print( "Apply central impulse  ");
        	}//console_print( "DRAW", "  stepSimulation  ");
        vehicle->m_carChassis->applyCentralImpulse(btVector3(0,0,abs(vehicle->m_vehicle->getCurrentSpeedKmHour())/-7.f));
        vehicle->renderme((1.0f/nEnd) / ((float)lastfps/2.0f));
        if(n==1){
        		//console_print( "StepSimulation lastfps=%f! ->%f ",(float)lastfps,(float)( (1.0f/nEnd) / ((float)lastfps/2.0f)));
        	}//console_print( "DRAW", "  stepSimulation  ");
            dynamicsworld->stepSimulation( (1.0f/nEnd) / ((float)lastfps/2.0f));
        
    }
    	
}
please help!
Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are Off

Similar Threads
Thread Thread Starter Forum Replies Last Post
Ch 2, p93 - Car Seat Property StvnSpnz BOOK: Professional ASP.NET 4.5 : in C# and VB 1 January 29th, 2017 12:47 AM
Carbon "Metal" selection for IB 3.2.3 mikem BOOK: Beginning Mac OS X Programming 1 July 18th, 2010 01:46 AM
Adding values in a flash game. Snowfox3 Beginning VB 6 7 June 5th, 2007 05:03 PM
Chapter 4 Car project brandsxb VB.NET 2002/2003 Basics 1 September 16th, 2003 02:52 PM



All times are GMT -4. The time now is 01:32 PM.


Powered by vBulletin®
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
© 2013 John Wiley & Sons, Inc.