Kinematic and dynamic body: interaction?

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Re: Kinematic and dynamic body: interaction?

Postby Julio Jerez » Tue May 21, 2013 6:08 pm

and that fixed? that looks he same as before to me, but in any case I chek it it like that.

when you have time get the code and see if it is ok now.
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Re: Kinematic and dynamic body: interaction?

Postby Enclave » Tue May 21, 2013 6:20 pm

Yes, it is ok now. You have changed the place of variable initialisation. Do not have any idea, why this has helped. :)
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Re: Kinematic and dynamic body: interaction?

Postby Enclave » Tue May 21, 2013 6:42 pm

Maybe is a code alignment problem?

Look here:

(have graphical glitches:)

Code: Select all
042BEC0  mov         ecx,dword ptr [this]
0042BEC6  mov         edx,dword ptr [ecx+188h]
0042BECC  mov         dword ptr [ebp-0F4h],edx
0042BED2  mov         eax,dword ptr [ebp-0F4h]
0042BED8  push        eax 
0042BED9  call        RenderAABB (401020h)
0042BEDE  add         esp,4

   }

//   int testvar = 1;

/* DEBUG_DRAW_MODE mode = m_solid;
   if (m_mainWindow->m_debugDisplayMode) {
      mode = (m_mainWindow->m_debugDisplayMode == 1) ? m_solid : m_lines;
      DebugRenderWorldCollision (GetNewton(), mode);
   }
*/

   if (m_renderHood) {
0042BEE1  mov         ecx,dword ptr [this]
0042BEE7  cmp         dword ptr [ecx+1B0h],0
0042BEEE  je          0042C03F
      // set display for 2d render mode

      dFloat width = GetWidth();
0042BEF4  lea         edx,[ebp-0F8h]


(everything is ok:)

Code: Select all
042BECC  mov         ecx,dword ptr [this]
0042BED2  mov         edx,dword ptr [ecx+188h]
0042BED8  mov         dword ptr [ebp-0FCh],edx
0042BEDE  mov         eax,dword ptr [ebp-0FCh]
0042BEE4  push        eax 
0042BEE5  call        RenderAABB (401020h)
0042BEEA  add         esp,4

   }

   int testvar = 1;
0042BEED  mov         dword ptr [testvar],1

/* DEBUG_DRAW_MODE mode = m_solid;
   if (m_mainWindow->m_debugDisplayMode) {
      mode = (m_mainWindow->m_debugDisplayMode == 1) ? m_solid : m_lines;
      DebugRenderWorldCollision (GetNewton(), mode);
   }
*/

   if (m_renderHood) {
0042BEF4  mov         ecx,dword ptr [this]
0042BEFA  cmp         dword ptr [ecx+1B0h],0
0042BF01  je          0042C052


I just added an unused variable, "testvar".
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