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- Fixed memory leak when creating terrain with physx 3
- Fixed terrain tessellation with physx 3
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@ -191,9 +191,9 @@ bool Px3Collision::addHeightfield( const U16 *heights,
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int flag = ( column + tess ) % 2;
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if(flag)
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currentSample->setTessFlag();
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else
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currentSample->clearTessFlag();
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else
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currentSample->setTessFlag();
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currentByte += heightFieldDesc.samples.stride;
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}
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@ -211,5 +211,7 @@ bool Px3Collision::addHeightfield( const U16 *heights,
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desc->pose = pose2;
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mColShapes.push_back(desc);
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SAFE_DELETE(samples);
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return true;
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}
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