int main(int argc, char* argv[])
{
	SimpleOpenGL3App* app = new SimpleOpenGL3App("Standalone Example (Software Renderer, TinyRenderer)", 1024, 768, true);
	int textureWidth = 640;
	int textureHeight = 480;

	SW_And_OpenGLGuiHelper gui(app, false, textureWidth, textureHeight, app->m_primRenderer);

	CommonExampleOptions options(&gui);
	CommonExampleInterface* example = StandaloneExampleCreateFunc(options);

	example->initPhysics();
	example->resetCamera();
	do
	{
		app->m_instancingRenderer->init();
		app->m_instancingRenderer->updateCamera(app->getUpAxis());

		example->stepSimulation(1. / 60.);

		example->renderScene();

		DrawGridData dg;
		dg.upAxis = app->getUpAxis();
		app->drawGrid(dg);
		app->swapBuffer();
	} while (!app->m_window->requestedExit());

	example->exitPhysics();
	delete example;
	delete app;
	return 0;
}
int main(int argc, char* argv[])
{

	SimpleOpenGL3App* app = new SimpleOpenGL3App("Bullet Standalone Example",1024,768,true);
	
	OpenGLGuiHelper gui(app,false);
    
	CommonExampleOptions options(&gui);
	CommonExampleInterface*    example = StandaloneExampleCreateFunc(options);
        
	example->initPhysics();

	do
	{
		app->m_instancingRenderer->init();
        app->m_instancingRenderer->updateCamera();

		example->stepSimulation(1./60.);
	  	
		example->renderScene();
 	
		app->drawGrid();
		app->swapBuffer();
	} while (!app->m_window->requestedExit());

	example->exitPhysics();
	delete example;
	delete app;
	return 0;
}
Beispiel #3
0
int main(int argc, char* argv[])
{
	
	float dt = 1./120.f;
	int width = 1024;
	int height=768;

	SimpleOpenGL3App* app = new SimpleOpenGL3App("AllBullet2Demos",width,height);
	app->m_instancingRenderer->setCameraDistance(13);
	app->m_instancingRenderer->setCameraPitch(0);
	app->m_instancingRenderer->setCameraTargetPosition(b3MakeVector3(0,0,0));
	app->m_window->setMouseMoveCallback(MyMouseMoveCallback);
	app->m_window->setMouseButtonCallback(MyMouseButtonCallback);
	

	GLint err = glGetError();
    assert(err==GL_NO_ERROR);
	
	sth_stash* fontstash=app->getFontStash();
	gui = new GwenUserInterface;
	gui->init(width,height,fontstash,app->m_window->getRetinaScale());

	const char* names[] = {"test1", "test2","test3"};
	gui->registerComboBox(13,3,&names[0],1);
	const char* names2[] = {"comboF", "comboG","comboH"};
	gui->registerComboBox(2,3,&names2[0],1);

	gui->setComboBoxCallback(MyComboBoxCallback);


	do
	{

		GLint err = glGetError();
		assert(err==GL_NO_ERROR);
		app->m_instancingRenderer->init();
		app->m_instancingRenderer->updateCamera();
		
		app->drawGrid();
		char bla[1024];
		static int frameCount = 0;
		frameCount++;
		sprintf(bla,"Simple test frame %d", frameCount);
		
		app->drawText(bla,10,10);

		static int toggle = 1;
		if (1)
		{
		gui->draw(app->m_instancingRenderer->getScreenWidth(),app->m_instancingRenderer->getScreenHeight());
		}
		toggle=1-toggle;
		app->swapBuffer();
	} while (!app->m_window->requestedExit());

	delete gui;

	delete app;
	return 0;
}
Beispiel #4
0
int main(int argc, char* argv[])
{
	
	float dt = 1./120.f;
#ifdef BT_DEBUG
	char* name = "Bullet 2 CPU FeatherstoneMultiBodyDemo (Debug build=SLOW)";
#else
	char* name = "Bullet 2 CPU FeatherstoneMultiBodyDemo";
#endif

	
	SimpleOpenGL3App* app = new SimpleOpenGL3App(name,1024,768);
	app->m_instancingRenderer->setCameraDistance(40);
	app->m_instancingRenderer->setCameraPitch(0);
	app->m_instancingRenderer->setCameraTargetPosition(b3MakeVector3(0,0,0));

	app->m_window->setMouseMoveCallback(MyMouseMoveCallback);
	app->m_window->setMouseButtonCallback(MyMouseButtonCallback);

	BasicDemo* demo = new BasicDemo(app);
	demo->initPhysics();
	sDemo = demo;

	GLint err = glGetError();
    assert(err==GL_NO_ERROR);
	
	do
	{
		GLint err = glGetError();
		assert(err==GL_NO_ERROR);
		app->m_instancingRenderer->init();
		app->m_instancingRenderer->updateCamera();
		
		demo->stepSimulation();
		demo->drawObjects();
		app->drawGrid(10,0.01);
		char bla[1024];
		static int frameCount = 0;
		frameCount++;
		sprintf(bla,"Simulation frame %d", frameCount);
		
		app->drawText(bla,10,10);
		app->swapBuffer();
	} while (!app->m_window->requestedExit());


	demo->exitPhysics();
	delete demo;

	delete app;
	return 0;
}
int main(int argc, char* argv[])
{

	SimpleOpenGL3App* app = new SimpleOpenGL3App("Bullet Standalone Example",1024,768,true);
	
	prevMouseButtonCallback = app->m_window->getMouseButtonCallback();
	prevMouseMoveCallback = app->m_window->getMouseMoveCallback();

	app->m_window->setMouseButtonCallback((b3MouseButtonCallback)OnMouseDown);
	app->m_window->setMouseMoveCallback((b3MouseMoveCallback)OnMouseMove);
	
	OpenGLGuiHelper gui(app,false);
    
	CommonExampleOptions options(&gui);

	example = StandaloneExampleCreateFunc(options);
  example->initPhysics();
	example->resetCamera();
	
	do
	{
		app->m_instancingRenderer->init();
        app->m_instancingRenderer->updateCamera(app->getUpAxis());

		example->stepSimulation(1./60.);
	  	
		example->renderScene();
 	
		DrawGridData dg;
        dg.upAxis = app->getUpAxis();
		app->drawGrid(dg);
		
		app->swapBuffer();
	} while (!app->m_window->requestedExit());

	example->exitPhysics();
	delete example;
	delete app;
	return 0;
}
Beispiel #6
0
	void	initPhysics()
	{

		Bullet2MultiBodyDemo::initPhysics();

		//create ground
		int cubeShapeId = m_glApp->registerCubeShape();
		float pos[]={0,0,0};
		float orn[]={0,0,0,1};
		

		{
			float color[]={0.3,0.3,1,1};
			float halfExtents[]={50,50,50,1};
			btTransform groundTransform;
			groundTransform.setIdentity();
			groundTransform.setOrigin(btVector3(0,-50,0));
			btBoxShape* groundShape = new btBoxShape(btVector3(btScalar(halfExtents[0]),btScalar(halfExtents[1]),btScalar(halfExtents[2])));
			//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
			{
				btScalar mass(0.);
				//rigidbody is dynamic if and only if mass is non zero, otherwise static
				bool isDynamic = (mass != 0.f);
				btVector3 localInertia(0,0,0);
				if (isDynamic)
					groundShape->calculateLocalInertia(mass,localInertia);
				//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
				btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
				btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
				btRigidBody* body = new btRigidBody(rbInfo);

				int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,groundTransform.getOrigin(),groundTransform.getRotation(),color,halfExtents);
				body ->setUserIndex(index);

				//add the body to the dynamics world
				m_dynamicsWorld->addRigidBody(body);
			}
		}
#if 0

		{
			float halfExtents[]={1,1,1,1};
		


			btTransform startTransform;
			startTransform.setIdentity();
			btScalar mass = 1.f;
			btVector3 localInertia;
			btBoxShape* colShape = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2]));
			colShape ->calculateLocalInertia(mass,localInertia);

			for (int k=0;k<ARRAY_SIZE_Y;k++)
			{
				for (int i=0;i<ARRAY_SIZE_X;i++)
				{
					for(int j = 0;j<ARRAY_SIZE_Z;j++)
					{
						static int curColor=0;
						b3Vector4 color = colors[curColor];
						curColor++;
						startTransform.setOrigin(btVector3(
											btScalar(2.0*i),
											btScalar(20+2.0*k),
											btScalar(2.0*j)));

						int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,startTransform.getOrigin(),startTransform.getRotation(),color,halfExtents);
			
						//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
						btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
						btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
						btRigidBody* body = new btRigidBody(rbInfo);
						body->setUserIndex(index);

						m_dynamicsWorld->addRigidBody(body);
					}
				}
			}
		}
#endif
		btMultiBodySettings settings;
		settings.m_isFixedBase = false;
		settings.m_basePosition.setValue(0,10,0);
		settings.m_numLinks = 10;
		btMultiBody* mb = createFeatherstoneMultiBody(m_dynamicsWorld,settings);

		m_glApp->m_instancingRenderer->writeTransforms();
	}
Beispiel #7
0
	btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, const btMultiBodySettings& settings)
	{
		static int curColor=0;
					
	
		int cubeShapeId = m_glApp->registerCubeShape();
		
		int n_links = settings.m_numLinks;
		float mass = 13.5*scaling;
		btVector3 inertia = btVector3 (91,344,253)*scaling*scaling;
	
	
		btMultiBody * bod = new btMultiBody(n_links, mass, inertia, settings.m_isFixedBase, settings.m_canSleep);
	//		bod->setHasSelfCollision(false);

		//btQuaternion orn(btVector3(0,0,1),-0.25*SIMD_HALF_PI);//0,0,0,1);
		btQuaternion orn(0,0,0,1);
		bod->setBasePos(settings.m_basePosition);
		bod->setWorldToBaseRot(orn);
		btVector3 vel(0,0,0);
		bod->setBaseVel(vel);

		{
			
			btVector3 joint_axis_hinge(1,0,0);
			btVector3 joint_axis_prismatic(0,0,1);
			btQuaternion parent_to_child = orn.inverse();
			btVector3 joint_axis_child_prismatic = quatRotate(parent_to_child ,joint_axis_prismatic);
			btVector3 joint_axis_child_hinge = quatRotate(parent_to_child , joint_axis_hinge);
        
			int this_link_num = -1;
			int link_num_counter = 0;

		

			btVector3 pos = btVector3 (0,0,9.0500002)*scaling;

			btVector3 joint_axis_position = btVector3 (0,0,4.5250001)*scaling;

			for (int i=0;i<n_links;i++)
			{
				float initial_joint_angle=0.3;
				if (i>0)
					initial_joint_angle = -0.06f;

				const int child_link_num = link_num_counter++;

			

				if (settings.m_usePrismatic)// && i==(n_links-1))
				{
						bod->setupPrismatic(child_link_num, mass, inertia, this_link_num,
							parent_to_child, joint_axis_child_prismatic, quatRotate(parent_to_child , pos),settings.m_disableParentCollision);

				} else
				{
					bod->setupRevolute(child_link_num, mass, inertia, this_link_num,parent_to_child, joint_axis_child_hinge,
											joint_axis_position,quatRotate(parent_to_child , (pos - joint_axis_position)),settings.m_disableParentCollision);
				}
				bod->setJointPos(child_link_num, initial_joint_angle);
				this_link_num = i;
		
				if (0)//!useGroundShape && i==4)
				{
					btVector3 pivotInAworld(0,20,46);
					btVector3 pivotInAlocal = bod->worldPosToLocal(i, pivotInAworld);
					btVector3 pivotInBworld = pivotInAworld;
					btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(bod,i,&btTypedConstraint::getFixedBody(),pivotInAlocal,pivotInBworld);
					world->addMultiBodyConstraint(p2p);
				}
				//add some constraint limit
				if (settings.m_usePrismatic)
				{
		//			btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,n_links-1,2,3);
			
					if (settings.m_createConstraints)
					{	
						btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
						world->addMultiBodyConstraint(con);
					}
			
				} else
				{
					if (settings.m_createConstraints)
					{	
						if (1)
						{
							btMultiBodyJointMotor* con = new btMultiBodyJointMotor(bod,i,0,500000); 
							world->addMultiBodyConstraint(con);
						}

						btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
						world->addMultiBodyConstraint(con);
					}

				}
			}
		}

		//add a collider for the base
		{
			
			btAlignedObjectArray<btQuaternion> world_to_local;
			world_to_local.resize(n_links+1);

			btAlignedObjectArray<btVector3> local_origin;
			local_origin.resize(n_links+1);
			world_to_local[0] = bod->getWorldToBaseRot();
			local_origin[0] = bod->getBasePos();
			//float halfExtents[3]={7.5,0.05,4.5};
			float halfExtents[3]={7.5,0.45,4.5};
			{
			
				float pos[4]={local_origin[0].x(),local_origin[0].y(),local_origin[0].z(),1};
				float quat[4]={-world_to_local[0].x(),-world_to_local[0].y(),-world_to_local[0].z(),world_to_local[0].w()};

			
				if (1)
				{
					btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
					btRigidBody* body = new btRigidBody(mass,0,box,inertia);
					btMultiBodyLinkCollider* col= new btMultiBodyLinkCollider(bod,-1);




					body->setCollisionShape(box);
					col->setCollisionShape(box);
								
					btTransform tr;
					tr.setIdentity();
					tr.setOrigin(local_origin[0]);
					tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
					body->setWorldTransform(tr);
					col->setWorldTransform(tr);
				
					b3Vector4 color = colors[curColor++];
					curColor&=3;

					int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,tr.getOrigin(),tr.getRotation(),color,halfExtents);
					col->setUserIndex(index);




					world->addCollisionObject(col,short(btBroadphaseProxy::DefaultFilter),short(btBroadphaseProxy::AllFilter));
					col->setFriction(friction);
					bod->setBaseCollider(col);
				
				}
			}


			for (int i=0;i<bod->getNumLinks();i++)
			{
				const int parent = bod->getParent(i);
				world_to_local[i+1] = bod->getParentToLocalRot(i) * world_to_local[parent+1];
				local_origin[i+1] = local_origin[parent+1] + (quatRotate(world_to_local[i+1].inverse() , bod->getRVector(i)));
			}

		
			for (int i=0;i<bod->getNumLinks();i++)
			{
		
				btVector3 posr = local_origin[i+1];
				float pos[4]={posr.x(),posr.y(),posr.z(),1};
			
				float quat[4]={-world_to_local[i+1].x(),-world_to_local[i+1].y(),-world_to_local[i+1].z(),world_to_local[i+1].w()};

				btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
				btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(bod,i);

				col->setCollisionShape(box);
				btTransform tr;
				tr.setIdentity();
				tr.setOrigin(posr);
				tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
				col->setWorldTransform(tr);
				col->setFriction(friction);

								
				b3Vector4 color = colors[curColor++];
				curColor&=3;

				int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,tr.getOrigin(),tr.getRotation(),color,halfExtents);
				col->setUserIndex(index);



				world->addCollisionObject(col,short(btBroadphaseProxy::DefaultFilter),short(btBroadphaseProxy::AllFilter));
			
				bod->getLink(i).m_collider=col;
				//app->drawBox(halfExtents, pos,quat);
			}

		}
		world->addMultiBody(bod);

		return bod;
	}
Beispiel #8
0
	virtual void createCollisionShapeGraphicsObject(btCollisionShape* collisionShape)
	{
		//todo: support all collision shape types
		switch (collisionShape->getShapeType())
		{
		case BOX_SHAPE_PROXYTYPE:
		{
			btBoxShape* box = (btBoxShape*)collisionShape;
			btVector3 halfExtents = box->getHalfExtentsWithMargin();
			int cubeShapeId = m_glApp->registerCubeShape(halfExtents.x(), halfExtents.y(), halfExtents.z());
			box->setUserIndex(cubeShapeId);
			break;
		}
		case TRIANGLE_MESH_SHAPE_PROXYTYPE:
		{

			break;
		}
		default:
		{
			if (collisionShape->isConvex())
			{
				btConvexShape* convex = (btConvexShape*)collisionShape;
				{
					btShapeHull* hull = new btShapeHull(convex);
					hull->buildHull(0.0);

					{
						//int strideInBytes = 9*sizeof(float);
						//int numVertices = hull->numVertices();
						//int numIndices =hull->numIndices();

						btAlignedObjectArray<GraphicsVertex> gvertices;
						btAlignedObjectArray<int> indices;

						for (int t=0;t<hull->numTriangles();t++)
						{

							btVector3 triNormal;

							int index0 = hull->getIndexPointer()[t*3+0];
							int index1 = hull->getIndexPointer()[t*3+1];
							int index2 = hull->getIndexPointer()[t*3+2];
							btVector3 pos0 =hull->getVertexPointer()[index0];
							btVector3 pos1 =hull->getVertexPointer()[index1];
							btVector3 pos2 =hull->getVertexPointer()[index2];
							triNormal = (pos1-pos0).cross(pos2-pos0);
							triNormal.normalize();

							for (int v=0;v<3;v++)
							{
								int index = hull->getIndexPointer()[t*3+v];
								GraphicsVertex vtx;
								btVector3 pos =hull->getVertexPointer()[index];
								vtx.pos[0] = pos.x();
								vtx.pos[1] = pos.y();
								vtx.pos[2] = pos.z();
								vtx.pos[3] = 0.f;

								vtx.normal[0] =triNormal.x();
								vtx.normal[1] =triNormal.y();
								vtx.normal[2] =triNormal.z();

								vtx.texcoord[0] = 0.5f;
								vtx.texcoord[1] = 0.5f;

								indices.push_back(gvertices.size());
								gvertices.push_back(vtx);
							}
						}


						int shapeId = m_glApp->m_instancingRenderer->registerShape(&gvertices[0].pos[0],gvertices.size(),&indices[0],indices.size());
						convex->setUserIndex(shapeId);
					}
				}
			} else
			{
				btAssert(0);
			}
		}
		};
	}
Beispiel #9
0
	virtual void setUpAxis(int axis)
	{
		m_glApp->setUpAxis(axis);
	}
Beispiel #10
0
int main(int argc, char* argv[])
{
    b3CommandLineArgs myArgs(argc,argv);

  
    
	SimpleOpenGL3App* app = new SimpleOpenGL3App("SimpleOpenGL3App",640,480,true);
	
	app->m_instancingRenderer->getActiveCamera()->setCameraDistance(13);
	app->m_instancingRenderer->getActiveCamera()->setCameraPitch(0);
	app->m_instancingRenderer->getActiveCamera()->setCameraTargetPosition(0,0,0);
	sOldKeyboardCB = app->m_window->getKeyboardCallback();	
	app->m_window->setKeyboardCallback(MyKeyboardCallback);
	sOldMouseMoveCB = app->m_window->getMouseMoveCallback();
	app->m_window->setMouseMoveCallback(MyMouseMoveCallback);
	sOldMouseButtonCB = app->m_window->getMouseButtonCallback();
	app->m_window->setMouseButtonCallback(MyMouseButtonCallback);
	sOldWheelCB = app->m_window->getWheelCallback();
	app->m_window->setWheelCallback(MyWheelCallback);
	sOldResizeCB = app->m_window->getResizeCallback();
	app->m_window->setResizeCallback(MyResizeCallback);
  
    int textureWidth = gWidth;
    int textureHeight = gHeight;
   TGAImage rgbColorBuffer(gWidth,gHeight,TGAImage::RGB);
        b3AlignedObjectArray<float> depthBuffer;
	depthBuffer.resize(gWidth*gHeight);
 
	TinyRenderObjectData renderData(textureWidth, textureHeight,rgbColorBuffer,depthBuffer);//, "african_head/african_head.obj");//floor.obj");
	
	//renderData.loadModel("african_head/african_head.obj");
	renderData.loadModel("floor.obj");
	
	//renderData.createCube(1,1,1);
    
    
    myArgs.GetCmdLineArgument("mp4_file",gVideoFileName);
    if (gVideoFileName)
        app->dumpFramesToVideo(gVideoFileName);

    myArgs.GetCmdLineArgument("png_file",gPngFileName);
    char fileName[1024];
    
 
    
    unsigned char*	image=new unsigned char[textureWidth*textureHeight*4];
        
    
    int textureHandle = app->m_renderer->registerTexture(image,textureWidth,textureHeight);

    int cubeIndex = app->registerCubeShape(1,1,1);
    
    b3Vector3 pos = b3MakeVector3(0,0,0);
    b3Quaternion orn(0,0,0,1);
    b3Vector3 color=b3MakeVector3(1,0,0);
    b3Vector3 scaling=b3MakeVector3 (1,1,1);
    app->m_renderer->registerGraphicsInstance(cubeIndex,pos,orn,color,scaling);
    app->m_renderer->writeTransforms();
    
	do
	{
	    static int frameCount = 0;
		frameCount++;
		if (gPngFileName)
        {
            printf("gPngFileName=%s\n",gPngFileName);

            sprintf(fileName,"%s%d.png",gPngFileName,frameCount++);
            app->dumpNextFrameToPng(fileName);
        }
        
       	app->m_instancingRenderer->init();
		app->m_instancingRenderer->updateCamera();

   ///clear the color and z (depth) buffer
        for(int y=0;y<textureHeight;++y)
        {
            unsigned char*	pi=image+(y)*textureWidth*3;
            for(int x=0;x<textureWidth;++x)
            {
                
                TGAColor color;
                color.bgra[0] = 255;
                color.bgra[1] = 255;
                color.bgra[2] = 255;
                color.bgra[3] = 255;
                
                renderData.m_rgbColorBuffer.set(x,y,color);
				renderData.m_depthBuffer[x+y*textureWidth] = -1e30f;
            }
        }
        
        float projMat[16];
        app->m_instancingRenderer->getActiveCamera()->getCameraProjectionMatrix(projMat);
        float viewMat[16];
        app->m_instancingRenderer->getActiveCamera()->getCameraViewMatrix(viewMat);
        B3_ATTRIBUTE_ALIGNED16(float modelMat[16]);
        
        //sync the object transform
        b3Transform tr;
        tr.setIdentity();
        static float posUp = 0.f;
       // posUp += 0.001;
        b3Vector3 org = b3MakeVector3(0,posUp,0);
        tr.setOrigin(org);
        tr.getOpenGLMatrix(modelMat);
        
        for (int i=0;i<4;i++)
        {
            for (int j=0;j<4;j++)
            {
                renderData.m_viewMatrix[i][j] = viewMat[i+4*j];
                renderData.m_modelMatrix[i][j] = modelMat[i+4*j];
            }
        }
        
        //render the object
        TinyRenderer::renderObject(renderData);
  
        #if 1
         //update the texels of the texture using a simple pattern, animated using frame index
        for(int y=0;y<textureHeight;++y)
        {
            unsigned char*	pi=image+(y)*textureWidth*3;
            for(int x=0;x<textureWidth;++x)
            {
                
                TGAColor color = renderData.m_rgbColorBuffer.get(x,y);
				pi[0] = color.bgra[2];
				pi[1] = color.bgra[1];
				pi[2] = color.bgra[0];
				pi[3] = 255;
                pi+=3;
            }
        }
        #else
        
        //update the texels of the texture using a simple pattern, animated using frame index
        for(int y=0;y<textureHeight;++y)
        {
            const int	t=(y+frameCount)>>4;
            unsigned char*	pi=image+y*textureWidth*3;
            for(int x=0;x<textureWidth;++x)
            {
				TGAColor color = renderData.m_rgbColorBuffer.get(x,y);

                const int		s=x>>4;
                const unsigned char	b=180;					
                unsigned char			c=b+((s+(t&1))&1)*(255-b);
				pi[0]=pi[1]=pi[2]=pi[3]=c;
				pi+=3;
            }
        }
        #endif 
        
    
        app->m_renderer->activateTexture(textureHandle);
        app->m_renderer->updateTexture(textureHandle,image);
        
        float color[4] = {1,1,1,1};
        app->m_primRenderer->drawTexturedRect(0,0,gWidth/3,gHeight/3,color,0,0,1,1,true);
        
		
	
        app->m_renderer->renderScene();
		app->drawGrid();
		char bla[1024];
		sprintf(bla,"Simple test frame %d", frameCount);

		app->drawText(bla,10,10);
		app->swapBuffer();
	} while (!app->m_window->requestedExit());


	delete app;
	return 0;
}