| 1775 | } |
| 1776 | |
| 1777 | void NpScene::updateDirtyShaders() |
| 1778 | { |
| 1779 | PX_PROFILE_ZONE("Sim.updateDirtyShaders", getContextId()); |
| 1780 | // this should continue to be done in the Np layer even after SC has taken over |
| 1781 | // all vital simulation functions, because it needs to complete before simulate() |
| 1782 | // returns to the application |
| 1783 | |
| 1784 | // However, the implementation needs fixing so that it does work proportional to |
| 1785 | // the number of dirty shaders |
| 1786 | |
| 1787 | PxConstraint*const* constraints = mConstraints.getEntries(); |
| 1788 | for(PxU32 i=0;i<mConstraints.size();i++) |
| 1789 | { |
| 1790 | static_cast<NpConstraint*>(constraints[i])->updateConstants(); |
| 1791 | } |
| 1792 | } |
| 1793 | |
| 1794 | /////////////////////////////////////////////////////////////////////////////// |
| 1795 | void NpScene::simulateOrCollide(PxReal elapsedTime, physx::PxBaseTask* completionTask, void* scratchBlock, PxU32 scratchBlockSize, bool controlSimulation, const char* invalidCallMsg, Sc::SimulationStage::Enum simStage) |
nothing calls this directly
no test coverage detected