Ejemplo n.º 1
0
void Handlers::profile2()
{
  Serial.println(F("Profile 2 Handler"));
  
  Profiles* showProfile = Memory::getProfileContainerStart()->getNextProfile();
  showProfileInfo(showProfile);
}
Ejemplo n.º 2
0
void WorldEditor::render( int skip )
{

	viewportScreen.Render( camView.Object() , TRUE , TRUE );

	float fps = updateFPS();

	TMessageShow msgShow( m_world );
	msgShow.start();
	msgShow.push( "Fps: %6.2f", fps );
	{
		Vec3D pos = camControl.getPosition();
		Vec3D dir = camControl.getViewDir();
		msgShow.push( "Cam pos = ( %.1f %.1f %.1f ) viewDir = ( %.2f %.2f %.2f )" ,
			pos.x() , pos.y() , pos.z() , dir.x() , dir.y() , dir.z() );
	}


	g_devLog.show( msgShow );

	//if ( EditData* data = m_objEdit.getSelectEditData())
	//{
	//	if ( TActor* actor = TActor::upCast( data->entity ) )
	//	{
	//		Vec3D  pos = actor->getPosition();
	//		msgShow.push( "Hit pos = ( %.1f %.1f %.1f ) " ,
	//			pos.x() , pos.y() ,pos.z()  );
	//		actor->getFlyActor().GetWorldPosition( pos );
	//		msgShow.push( "Hit pos = ( %.1f %.1f %.1f ) " ,
	//			pos.x() , pos.y() ,pos.z()  );
	//	}
	//}
	
	if ( m_player )
	{
		Vec3D dir = m_player->getFaceDir();
		msgShow.push( "viewDir = ( %.2f %.2f %.2f )" , dir.x() , dir.y() , dir.z() );
		m_player->getFlyActor().GetDirection( dir , NULL );
		msgShow.push( "viewDir = ( %.2f %.2f %.2f )" , dir.x() , dir.y() , dir.z() );
		FnObject obj; obj.Object( m_player->getFlyActor().GetBaseObject() );
		msgShow.push( "viewDir = ( %.2f %.2f %.2f )" , dir.x() , dir.y() , dir.z() );
	}

	if ( m_Mode == MODE_RUN )
	{
		TProfileIterator* profIter = TProfileManager::createIterator();

		profIter->getCurNode()->showAllChild( true );
		showProfileInfo( profIter , msgShow , NULL );
		TProfileManager::releaseIterator( profIter );
	}



	msgShow.finish();

	m_world.SwapBuffers();
}
Ejemplo n.º 3
0
void BasicDemo::renderme()
{
	renderscene(0);
	if(gbDrawBatches)
	{
		((btGpuDemoDynamicsWorld*)m_dynamicsWorld)->debugDrawConstraints(gSelectedBatch, cBatchColorTab);
	}

//	if (0)
	if ((m_debugMode & btIDebugDraw::DBG_NoHelpText)==0)
	{
		setOrthographicProjection();
		int  xOffset = 10.f;
		int  yStart = 20.f;
		int  yIncr = 20.f;
		showProfileInfo(xOffset, yStart, yIncr);
		DrawConstraintInfo();
		outputDebugInfo(xOffset, yStart, yIncr);
		resetPerspectiveProjection();
	}
}
Ejemplo n.º 4
0
void BasicDemo3D::renderme()
{
	updateCamera();

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if(gDrawWire)
	{
		glColor3f(1.f, 1.f, 1.f);
		glDisable(GL_LIGHTING);
		setTexturing(false);
	}
	else
	{
		myinit();
		setTexturing(true);
	}
		
	renderscene(0);

	if(gbDrawBatches)
	{
		((btCudaDemoDynamicsWorld3D*)m_dynamicsWorld)->debugDrawConstraints(gSelectedBatch, cBatchColorTab);
	}
	glColor3f(0, 0, 0);
	if ((m_debugMode & btIDebugDraw::DBG_NoHelpText)==0)
	{
		setOrthographicProjection();
		int  xOffset = 10.f;
		int  yStart = 20.f;
		int  yIncr = 20.f;
		showProfileInfo(xOffset, yStart, yIncr);
		DrawConstraintInfo();
		outputDebugInfo(xOffset, yStart, yIncr);
		resetPerspectiveProjection();
	}
}
void DemoApplication::renderme()
{
	myinit();

	updateCamera();

	if (m_dynamicsWorld)
	{			
		if(m_enableshadows)
		{
			glClear(GL_STENCIL_BUFFER_BIT);
			glEnable(GL_CULL_FACE);
			renderscene(0);

			glDisable(GL_LIGHTING);
			glDepthMask(GL_FALSE);
			glDepthFunc(GL_LEQUAL);
			glEnable(GL_STENCIL_TEST);
			glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
			glStencilFunc(GL_ALWAYS,1,0xFFFFFFFFL);
			glFrontFace(GL_CCW);
			glStencilOp(GL_KEEP,GL_KEEP,GL_INCR);
			renderscene(1);
			glFrontFace(GL_CW);
			glStencilOp(GL_KEEP,GL_KEEP,GL_DECR);
			renderscene(1);
			glFrontFace(GL_CCW);

			glPolygonMode(GL_FRONT,GL_FILL);
			glPolygonMode(GL_BACK,GL_FILL);
			glShadeModel(GL_SMOOTH);
			glEnable(GL_DEPTH_TEST);
			glDepthFunc(GL_LESS);
			glEnable(GL_LIGHTING);
			glDepthMask(GL_TRUE);
			glCullFace(GL_BACK);
			glFrontFace(GL_CCW);
			glEnable(GL_CULL_FACE);
			glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);

			glDepthFunc(GL_LEQUAL);
			glStencilFunc( GL_NOTEQUAL, 0, 0xFFFFFFFFL );
			glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
			glDisable(GL_LIGHTING);
			renderscene(2);
			glEnable(GL_LIGHTING);
			glDepthFunc(GL_LESS);
			glDisable(GL_STENCIL_TEST);
			glDisable(GL_CULL_FACE);
		}
		else
		{
			glDisable(GL_CULL_FACE);
			renderscene(0);
		}

		int	xOffset = 10;
		int yStart = 20;
		int yIncr = 20;


		glDisable(GL_LIGHTING);
		glColor3f(0, 0, 0);

		if ((m_debugMode & btIDebugDraw::DBG_NoHelpText)==0)
		{
			setOrthographicProjection();

			showProfileInfo(xOffset,yStart,yIncr);

#ifdef USE_QUICKPROF

		
			if ( getDebugMode() & btIDebugDraw::DBG_ProfileTimings)
			{
				static int counter = 0;
				counter++;
				std::map<std::string, hidden::ProfileBlock*>::iterator iter;
				for (iter = btProfiler::mProfileBlocks.begin(); iter != btProfiler::mProfileBlocks.end(); ++iter)
				{
					char blockTime[128];
					sprintf(blockTime, "%s: %lf",&((*iter).first[0]),btProfiler::getBlockTime((*iter).first, btProfiler::BLOCK_CYCLE_SECONDS));//BLOCK_TOTAL_PERCENT));
					glRasterPos3f(xOffset,yStart,0);
					GLDebugDrawString(BMF_GetFont(BMF_kHelvetica10),blockTime);
					yStart += yIncr;

				}

			}
#endif //USE_QUICKPROF


			

			resetPerspectiveProjection();
		}

		glEnable(GL_LIGHTING);


	}

	updateCamera();

}
Ejemplo n.º 6
0
void ParticlesDemo::renderme()
{

    glColor3f(1.0, 1.0, 1.0);
	glutWireCube(2*WORLD_SIZE);

	glPointSize(5.0f);
	glEnable(GL_POINT_SPRITE_ARB);

	glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
#ifndef __APPLE__
//	glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
	glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif //__APPLE__
	
	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);

	glUseProgram(m_shaderProgram);

	btScalar dist = (m_glutScreenWidth > m_glutScreenHeight) ? m_glutScreenHeight : m_glutScreenWidth;
	glUniform1f( glGetUniformLocation(m_shaderProgram, "pointScale"), dist  );
//	glUniform1f( glGetUniformLocation(m_shaderProgram, "pointRadius"), 0.5f );
	int numParticles = m_pWorld->getNumParticles();
	int	col_vbo = m_pWorld->m_colVbo;
	int curr_vbo = m_pWorld->m_vbo;
	float sphere_rad = m_pWorld->m_particleRad;

	glUniform1f( glGetUniformLocation(m_shaderProgram, "pointRadius"), sphere_rad );
	glColor3f(1, 1, 1);

	// render from the vbo
    glBindBuffer(GL_ARRAY_BUFFER, curr_vbo);
    glVertexPointer(4, GL_FLOAT, 0, 0);
    glEnableClientState(GL_VERTEX_ARRAY);
    if(col_vbo) 
	{
		glBindBufferARB(GL_ARRAY_BUFFER_ARB, col_vbo);
		glColorPointer(4, GL_FLOAT, 0, 0);
		glEnableClientState(GL_COLOR_ARRAY);
	}
	glDrawArrays(GL_POINTS, 0, numParticles);
    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_COLOR_ARRAY); 
	glUseProgram(0);
	glDisable(GL_POINT_SPRITE_ARB);
	glBindBufferARB(GL_ARRAY_BUFFER,0);
	if(m_drawGridMode)
	{
		btVector3& wmin =  m_pWorld->m_worldMin;
		btVector3& wmax =  m_pWorld->m_worldMax;
		glBegin(GL_LINE_LOOP);
		glVertex3f(wmin[0], wmin[1], wmin[2]);
		glVertex3f(wmin[0], wmax[1], wmin[2]);
		glVertex3f(wmax[0], wmax[1], wmin[2]);
		glVertex3f(wmax[0], wmin[1], wmin[2]);
		glVertex3f(wmax[0], wmin[1], wmax[2]);
		glVertex3f(wmax[0], wmax[1], wmax[2]);
		glVertex3f(wmin[0], wmax[1], wmax[2]);
		glVertex3f(wmin[0], wmin[1], wmax[2]);
		glEnd();
		glBegin(GL_LINES);
		glVertex3f(wmin[0], wmin[1], wmin[2]);
		glVertex3f(wmax[0], wmin[1], wmin[2]);
		glVertex3f(wmin[0], wmin[1], wmax[2]);
		glVertex3f(wmax[0], wmin[1], wmax[2]);
		glVertex3f(wmin[0], wmax[1], wmin[2]);
		glVertex3f(wmin[0], wmax[1], wmax[2]);
		glVertex3f(wmax[0], wmax[1], wmin[2]);
		glVertex3f(wmax[0], wmax[1], wmax[2]);
		glEnd();
		if(m_drawGridMode == 2)
		{
			int szx = m_pWorld->m_simParams.m_gridSize[0];
			int szy = m_pWorld->m_simParams.m_gridSize[1];
			glBegin(GL_LINES);
			for(int i = 1; i < (szx-1); i++)
			{
				float wgt = (float)i / (float)(szx-1);
				btVector3 vtx = wmax * wgt + wmin * (1.0f - wgt); 
				glVertex3f(vtx[0], wmin[1], wmin[2]);
				glVertex3f(vtx[0], wmax[1], wmin[2]);
			}
			for(int i = 1; i < (szy-1); i++)
			{
				float wgt = (float)i / (float)(szy-1);
				btVector3 vtx = wmax * wgt + wmin * (1.0f - wgt); 
				glVertex3f(wmin[0], vtx[1], wmin[2]);
				glVertex3f(wmax[0], vtx[1], wmin[2]);
			}
		glEnd();
		}
	}

	if ((m_debugMode & btIDebugDraw::DBG_NoHelpText)==0)
	{
		setOrthographicProjection();
		int  xOffset = 10.f;
		int  yStart = 20.f;
		int  yIncr = 20.f;
		showProfileInfo(xOffset, yStart, yIncr);
		outputDebugInfo(xOffset, yStart, yIncr);
		resetPerspectiveProjection();
	}
}
Ejemplo n.º 7
0
void SpheresGridDemo::renderme()
{


	glPointSize(5.0f);
	glEnable(GL_POINT_SPRITE_ARB);
	glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
#ifndef __APPLE__
	glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
#endif //__APPLE__
	
	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);

	glUseProgram(m_shaderProgram);

	btScalar dist = (m_glutScreenWidth > m_glutScreenHeight) ? m_glutScreenHeight : m_glutScreenWidth;
	glUniform1f( glGetUniformLocation(m_shaderProgram, "pointScale"), dist  );
//	glUniform1f( glGetUniformLocation(m_shaderProgram, "pointRadius"), 0.5f );
#ifdef SPHERES_DEMO
#ifdef INTEGRATION_DEMO
	int numSpheres = (m_demoType == DEMO_INTEGRATION) ? m_pWorldI->getNumSpheres() : m_pWorldS->getNumSpheres();
	int	col_vbo = (m_demoType == DEMO_INTEGRATION) ? m_pWorldI->m_colVbo : m_pWorldS->m_colVbo;
	int curr_vbo = (m_demoType == DEMO_INTEGRATION) ? m_pWorldI->m_vbo : m_pWorldS->m_vbo;
	float sphere_rad = (m_demoType == DEMO_INTEGRATION) ? m_pWorldI->m_sphereRad : m_pWorldS->m_sphereRad;
#else
	int numSpheres = m_pWorldS->getNumSpheres();
	int	col_vbo = m_pWorldS->m_colVbo;
	int curr_vbo =  m_pWorldS->m_vbo;
	float sphere_rad = m_pWorldS->m_sphereRad;
#endif
#else
	int numSpheres = m_pWorldI->getNumSpheres();
	int	col_vbo = m_pWorldI->m_colVbo;
	int curr_vbo =  m_pWorldI->m_vbo;
	float sphere_rad = m_pWorldI->m_sphereRad;
#endif

	

	glUniform1f( glGetUniformLocation(m_shaderProgram, "pointRadius"), sphere_rad );
	glColor3f(1, 1, 1);

	// render from the vbo
    glBindBuffer(GL_ARRAY_BUFFER, curr_vbo);
    glVertexPointer(4, GL_FLOAT, 0, 0);
    glEnableClientState(GL_VERTEX_ARRAY);
    if(col_vbo) 
	{
		glBindBufferARB(GL_ARRAY_BUFFER_ARB, col_vbo);
		glColorPointer(4, GL_FLOAT, 0, 0);
		glEnableClientState(GL_COLOR_ARRAY);
	}
	glDrawArrays(GL_POINTS, 0, numSpheres);
    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_COLOR_ARRAY); 
	glUseProgram(0);
	glDisable(GL_POINT_SPRITE_ARB);
	glBindBufferARB(GL_ARRAY_BUFFER,0);
#ifdef SPHERES_DEMO
	if((m_demoType != DEMO_INTEGRATION) && m_drawGridMode)
	{
		btVector3& wmin =  m_pWorldS->m_worldMin;
		btVector3& wmax =  m_pWorldS->m_worldMax;
		glBegin(GL_LINE_LOOP);
		glVertex3f(wmin[0], wmin[1], wmin[2]);
		glVertex3f(wmin[0], wmax[1], wmin[2]);
		glVertex3f(wmax[0], wmax[1], wmin[2]);
		glVertex3f(wmax[0], wmin[1], wmin[2]);
		glVertex3f(wmax[0], wmin[1], wmax[2]);
		glVertex3f(wmax[0], wmax[1], wmax[2]);
		glVertex3f(wmin[0], wmax[1], wmax[2]);
		glVertex3f(wmin[0], wmin[1], wmax[2]);
		glEnd();
		glBegin(GL_LINES);
		glVertex3f(wmin[0], wmin[1], wmin[2]);
		glVertex3f(wmax[0], wmin[1], wmin[2]);
		glVertex3f(wmin[0], wmin[1], wmax[2]);
		glVertex3f(wmax[0], wmin[1], wmax[2]);
		glVertex3f(wmin[0], wmax[1], wmin[2]);
		glVertex3f(wmin[0], wmax[1], wmax[2]);
		glVertex3f(wmax[0], wmax[1], wmin[2]);
		glVertex3f(wmax[0], wmax[1], wmax[2]);
		glEnd();
		if(m_drawGridMode == 2)
		{
			int szx = m_pWorldS->m_simParams.m_gridSize[0];
			int szy = m_pWorldS->m_simParams.m_gridSize[1];
			glBegin(GL_LINES);
			for(int i = 1; i < (szx-1); i++)
			{
				float wgt = (float)i / (float)(szx-1);
				btVector3 vtx = wmax * wgt + wmin * (1.0f - wgt); 
				glVertex3f(vtx[0], wmin[1], wmin[2]);
				glVertex3f(vtx[0], wmax[1], wmin[2]);
			}
			for(int i = 1; i < (szy-1); i++)
			{
				float wgt = (float)i / (float)(szy-1);
				btVector3 vtx = wmax * wgt + wmin * (1.0f - wgt); 
				glVertex3f(wmin[0], vtx[1], wmin[2]);
				glVertex3f(wmax[0], vtx[1], wmin[2]);
			}
		glEnd();
		}
	}
#endif

	if ((m_debugMode & btIDebugDraw::DBG_NoHelpText)==0)
	{
		setOrthographicProjection();
		int  xOffset = 10.f;
		int  yStart = 20.f;
		int  yIncr = 20.f;
		if(m_demoType == DEMO_INTEGRATION)
		{
#ifdef INTEGRATION_DEMO
			switch(m_pWorldI->m_usedDevice)
			{
				case 0:
					GLDebugDrawString(xOffset,yStart,"CPU");
					break;
				case 1:
					GLDebugDrawString(xOffset,yStart,"OpenCL");
					break;
				case 2:
					GLDebugDrawString(xOffset,yStart,"CUDA");
					break;
			}
			yStart += 30.f;
#endif

		}
		showProfileInfo(xOffset, yStart, yIncr);
		outputDebugInfo(xOffset, yStart, yIncr);
		resetPerspectiveProjection();
	}
}
void bulletBaseApp::renderme()
{
	myinit();
	
	updateCamera();
	
	if (m_dynamicsWorld)
	{			
		if(m_enableshadows)
		{
			glClear(GL_STENCIL_BUFFER_BIT);
			glEnable(GL_CULL_FACE);
			renderscene(0);
			
			glDisable(GL_LIGHTING);
			glDepthMask(GL_FALSE);
			glDepthFunc(GL_LEQUAL);
			glEnable(GL_STENCIL_TEST);
			glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
			glStencilFunc(GL_ALWAYS,1,0xFFFFFFFFL);
			glFrontFace(GL_CCW);
			glStencilOp(GL_KEEP,GL_KEEP,GL_INCR);
			renderscene(1);
			glFrontFace(GL_CW);
			glStencilOp(GL_KEEP,GL_KEEP,GL_DECR);
			renderscene(1);
			glFrontFace(GL_CCW);
			
			glPolygonMode(GL_FRONT,GL_FILL);
			glPolygonMode(GL_BACK,GL_FILL);
			glShadeModel(GL_SMOOTH);
			glEnable(GL_DEPTH_TEST);
			glDepthFunc(GL_LESS);
			glEnable(GL_LIGHTING);
			glDepthMask(GL_TRUE);
			glCullFace(GL_BACK);
			glFrontFace(GL_CCW);
			glEnable(GL_CULL_FACE);
			glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
			
			glDepthFunc(GL_LEQUAL);
			glStencilFunc( GL_NOTEQUAL, 0, 0xFFFFFFFFL );
			glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
			glDisable(GL_LIGHTING);
			renderscene(2);
			glEnable(GL_LIGHTING);
			glDepthFunc(GL_LESS);
			glDisable(GL_STENCIL_TEST);
			glDisable(GL_CULL_FACE);
		}
		else
		{
			glDisable(GL_CULL_FACE);
			renderscene(0);
		}
		
		int	xOffset = 10;
		int yStart = 20;
		int yIncr = 20;
		char buf[124];
		
		glDisable(GL_LIGHTING);
		glColor3f(0, 0, 0);
		
		if ((m_debugMode & btIDebugDraw::DBG_NoHelpText)==0)
		{
			setOrthographicProjection();
			
			showProfileInfo(xOffset,yStart,yIncr);
			
#ifdef USE_QUICKPROF
			
			
			if ( getDebugMode() & btIDebugDraw::DBG_ProfileTimings)
			{
				static int counter = 0;
				counter++;
				std::map<std::string, hidden::ProfileBlock*>::iterator iter;
				for (iter = btProfiler::mProfileBlocks.begin(); iter != btProfiler::mProfileBlocks.end(); ++iter)
				{
					char blockTime[128];
					sprintf(blockTime, "%s: %lf",&((*iter).first[0]),btProfiler::getBlockTime((*iter).first, btProfiler::BLOCK_CYCLE_SECONDS));//BLOCK_TOTAL_PERCENT));
					glRasterPos3f(xOffset,yStart,0);
					GLDebugDrawString(BMF_GetFont(BMF_kHelvetica10),blockTime);
					yStart += yIncr;
					
				}
				
			}
#endif //USE_QUICKPROF
			
			
			sprintf(buf,"mouse to interact");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"ALT + mouse to move camera");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"space to reset");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"cursor keys and z,x to navigate");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"i to toggle simulation, s single step");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"q to quit");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,". to shoot box");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			// not yet hooked up again after refactoring...
			
			sprintf(buf,"d to toggle deactivation");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			
			sprintf(buf,"g to toggle mesh animation (ConcaveDemo)");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			
			sprintf(buf,"h to toggle help text");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"o to toggle orthogonal/perspective view");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			
			//bool useBulletLCP = !(getDebugMode() & btIDebugDraw::DBG_DisableBulletLCP);
			//bool useCCD = (getDebugMode() & btIDebugDraw::DBG_EnableCCD);
			//glRasterPos3f(xOffset,yStart,0);
			//sprintf(buf,"1 CCD mode (adhoc) = %i",useCCD);
			//GLDebugDrawString(BMF_GetFont(BMF_kHelvetica10),buf);
			//yStart += yIncr;
			
			
			
			sprintf(buf,"+- shooting speed = %10.2f",m_ShootBoxInitialSpeed);
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
#ifdef SHOW_NUM_DEEP_PENETRATIONS
			
			
			sprintf(buf,"gNumDeepPenetrationChecks = %d",gNumDeepPenetrationChecks);
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"gNumGjkChecks= %d",gNumGjkChecks);
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"gNumClampedCcdMotions = %d",gNumClampedCcdMotions);
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"gNumSplitImpulseRecoveries= %d",gNumSplitImpulseRecoveries);
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"gNumAlignedAllocs = %d",gNumAlignedAllocs);
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"gNumAlignedFree= %d",gNumAlignedFree);
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			sprintf(buf,"# alloc-free = %d",gNumAlignedAllocs-gNumAlignedFree);
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
			
			//enable BT_DEBUG_MEMORY_ALLOCATIONS define in Bullet/src/LinearMath/btAlignedAllocator.h for memory leak detection
#ifdef BT_DEBUG_MEMORY_ALLOCATIONS
			glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,"gTotalBytesAlignedAllocs = %d",gTotalBytesAlignedAllocs);
			GLDebugDrawString(BMF_GetFont(BMF_kHelvetica10),buf);
			yStart += yIncr;
#endif //BT_DEBUG_MEMORY_ALLOCATIONS
			
			if (getDynamicsWorld())
			{
				glRasterPos3f(xOffset,yStart,0);
				sprintf(buf,"# objects = %d",getDynamicsWorld()->getNumCollisionObjects());
				GLDebugDrawString(xOffset,yStart,buf);
				yStart += yIncr;
				glRasterPos3f(xOffset,yStart,0);
				sprintf(buf,"# pairs = %d",getDynamicsWorld()->getBroadphase()->getOverlappingPairCache()->getNumOverlappingPairs());
				GLDebugDrawString(xOffset,yStart,buf);
				yStart += yIncr;
				sprintf(buf,"# hitPos = %f,%f,%f",gHitPos.getX(),gHitPos.getY(),gHitPos.getZ());
				GLDebugDrawString(xOffset,yStart,buf);
				yStart += yIncr;
				
			}
			
			
#endif //SHOW_NUM_DEEP_PENETRATIONS
			
			resetPerspectiveProjection();
		}
		
		glEnable(GL_LIGHTING);
		
		
	}
	
	updateCamera();
	
}