void setup() { mCam = new CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f ); mCam->lookAt(Vec3f(100,400,-400), Vec3f::zero()); mSurface = 0; mTexture = 0; mCapture = new Capture( 320, 240 ); mCapture->startCapture(); mPaused = false; mDrawTextured = true; btVector3 worldAabbMin(-10000,-10000,-10000); btVector3 worldAabbMax(10000,10000,10000); int maxProxies = 1024; btAxisSweep3 * broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies); btDefaultCollisionConfiguration * collisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher * dispatcher = new btCollisionDispatcher(collisionConfiguration); btSequentialImpulseConstraintSolver * solver = new btSequentialImpulseConstraintSolver; dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration); dynamicsWorld->setGravity(btVector3(0,-10,0)); btCollisionShape * groundShape = new btStaticPlaneShape(btVector3(0,1,0),1); btDefaultMotionState * groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,-1,0))); btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0,groundMotionState,groundShape,btVector3(0,0,0)); groundRigidBody = new btRigidBody(groundRigidBodyCI); dynamicsWorld->addRigidBody(groundRigidBody); }