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Created a KX_SoftBodyDeformer for real-time soft bodies.
[blender.git]
/
extern
/
bullet2
/
src
/
BulletCollision
/
CollisionShapes
/
btScaledBvhTriangleMeshShape.cpp
diff --git
a/extern/bullet2/src/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.cpp
b/extern/bullet2/src/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.cpp
index 845a5e3005d031ba621077b47c9c7eef79717a9b..2b81a02b557b02fd3bc5fea1a10d18b8a79bd41e 100644
(file)
--- a/
extern/bullet2/src/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.cpp
+++ b/
extern/bullet2/src/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.cpp
@@
-117,5
+117,5
@@
const btVector3& btScaledBvhTriangleMeshShape::getLocalScaling() const
void btScaledBvhTriangleMeshShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
{
///don't make this a movable object!
-
btAssert(0);
+
//
btAssert(0);
}