update bullet so it actually works

Moved the addSourceDirectory for physics/Bullet into the Engine/Source/CMakeLists.txt file that way it can actually appear where we expect it to in the solution explorer.
This commit is contained in:
marauder2k7 2026-06-03 15:08:51 +01:00
parent c7be48130a
commit 13fa178cf6
5986 changed files with 1811270 additions and 453803 deletions

View file

@ -4,7 +4,6 @@
#include <stdio.h>
#include <stdlib.h>
// Load the shader from the source text
void gltLoadShaderSrc(const char *szShaderSrc, GLuint shader)
{
@ -14,11 +13,9 @@ void gltLoadShaderSrc(const char *szShaderSrc, GLuint shader)
glShaderSource(shader, 1, (const GLchar **)fsStringPtr, NULL);
}
GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
{
assert(glGetError()==GL_NO_ERROR);
assert(glGetError() == GL_NO_ERROR);
// Temporary Shader objects
GLuint hVertexShader;
@ -35,46 +32,43 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
// Compile them
glCompileShader(hVertexShader);
assert(glGetError()==GL_NO_ERROR);
assert(glGetError() == GL_NO_ERROR);
glGetShaderiv(hVertexShader, GL_COMPILE_STATUS, &testVal);
if(testVal == GL_FALSE)
if (testVal == GL_FALSE)
{
char temp[256] = "";
glGetShaderInfoLog( hVertexShader, 256, NULL, temp);
fprintf( stderr, "Compile failed:\n%s\n", temp);
assert(0);
return 0;
char temp[256] = "";
glGetShaderInfoLog(hVertexShader, 256, NULL, temp);
fprintf(stderr, "Compile failed:\n%s\n", temp);
assert(0);
return 0;
glDeleteShader(hVertexShader);
glDeleteShader(hFragmentShader);
return (GLuint)NULL;
return (GLuint)0;
}
assert(glGetError()==GL_NO_ERROR);
assert(glGetError() == GL_NO_ERROR);
glCompileShader(hFragmentShader);
assert(glGetError()==GL_NO_ERROR);
glCompileShader(hFragmentShader);
assert(glGetError() == GL_NO_ERROR);
glGetShaderiv(hFragmentShader, GL_COMPILE_STATUS, &testVal);
if(testVal == GL_FALSE)
glGetShaderiv(hFragmentShader, GL_COMPILE_STATUS, &testVal);
if (testVal == GL_FALSE)
{
char temp[256] = "";
glGetShaderInfoLog( hFragmentShader, 256, NULL, temp);
fprintf( stderr, "Compile failed:\n%s\n", temp);
assert(0);
exit(0);
char temp[256] = "";
glGetShaderInfoLog(hFragmentShader, 256, NULL, temp);
fprintf(stderr, "Compile failed:\n%s\n", temp);
assert(0);
exit(EXIT_FAILURE);
glDeleteShader(hVertexShader);
glDeleteShader(hFragmentShader);
return (GLuint)NULL;
return (GLuint)0;
}
assert(glGetError()==GL_NO_ERROR);
assert(glGetError() == GL_NO_ERROR);
// Check for errors
// Link them - assuming it works...
hReturn = glCreateProgram();
glAttachShader(hReturn, hVertexShader);
@ -88,24 +82,22 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
// Make sure link worked too
glGetProgramiv(hReturn, GL_LINK_STATUS, &testVal);
if(testVal == GL_FALSE)
if (testVal == GL_FALSE)
{
GLsizei maxLen = 4096;
GLchar infoLog[4096];
GLsizei actualLen;
glGetProgramInfoLog( hReturn,
maxLen,
&actualLen,
infoLog);
glGetProgramInfoLog(hReturn,
maxLen,
&actualLen,
infoLog);
printf("Warning/Error in GLSL shader:\n");
printf("%s\n",infoLog);
printf("%s\n", infoLog);
glDeleteProgram(hReturn);
return (GLuint)NULL;
return (GLuint)0;
}
return hReturn;
}