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authorRyan Roden-Corrent <ryan@rcorre.net>2020-07-15 08:09:27 -0400
committerRyan Roden-Corrent <ryan@rcorre.net>2020-07-15 08:09:27 -0400
commit933bf9652385c7e63418bc52f2c8e2bb2311d577 (patch)
treea1c0640e9035df20ff9a14b6f1a2fa6abc7be325 /thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuConstraint4.h
parent08dda79a9c0749b028743321c04bc5b1d7e94490 (diff)
Clarify how to convert PrimitiveMesh to ArrayMesh.
It took me a bit to figure this out, as I was initially doing something more complicated like this before I realized I just had to pass get_mesh_arrays directly to add_surface_from_arrays. ``` var arr_mesh = ArrayMesh.new() var arrays = [] arrays.resize(ArrayMesh.ARRAY_MAX) arrays[ArrayMesh.ARRAY_VERTEX] = c.get_mesh_arrays() arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) ```
Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuConstraint4.h')
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