void WorldCamera::move(float speed) { //WorldState *worldState = (WorldState *) Root::GAMESTATE; //worldState->getPhysicsManager()->getBulletManager()->updateDynamicsWorld(speed); mouseRotate(); }
void AppClass::Update(void) { //Update the system's time m_pSystem->UpdateTime(); //Update the mesh manager's time without updating for collision detection m_pMeshMngr->Update(); if (m_bFPC) mouseRotate(); //Adds all loaded instance to the render list m_pMeshMngr->AddInstanceToRenderList("ALL"); }