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https://github.com/bulletphysics/bullet3
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fix OSX build
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0f78c696b5
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@ -42,8 +42,6 @@
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"../../src/Bullet3Common/b3Logging.h",
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"../../src/Bullet3Common/b3Logging.cpp",
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"../../src/Bullet3Common/b3AlignedAllocator.cpp",
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"../../btgui/Timing/b3Quickprof.cpp",
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"../../btgui/Timing/b3Quickprof.h",
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"../../btgui/Timing/b3Clock.cpp",
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"../../btgui/Timing/b3Clock.h",
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"**.cpp",
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@ -1192,6 +1192,10 @@ void GLInstancingRenderer::renderSceneInternal(int renderMode)
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// glEnable(GL_DEPTH_TEST);
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GLint dims[4];
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glGetIntegerv(GL_VIEWPORT, dims);
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//we need to get the viewport dims, because on Apple Retina the viewport dimension is different from screenWidth
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//printf("dims=%d,%d,%d,%d\n",dims[0],dims[1],dims[2],dims[3]);
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// Accept fragment if it closer to the camera than the former one
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//glDepthFunc(GL_LESS);
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@ -1504,7 +1508,8 @@ void GLInstancingRenderer::renderSceneInternal(int renderMode)
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{
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// writeTextureToPng(shadowMapWidth,shadowMapHeight,"shadowmap.png",4);
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m_data->m_shadowMap->disable();
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glViewport(0,0,m_screenWidth,m_screenHeight);
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glViewport(dims[0],dims[1],dims[2],dims[3]);
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}
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err = glGetError();
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