It's now rougly positioned where it ought to be, thanks to a larger clipping ratio. A smaller fov makes it less ugly as well.
I'm not entirely sure why this works, so I need to think it over more. It has to do with gluLookAt() now giving the z-axis as "up". I then need to negate the x-axis to swap to a left-handed coordinate system?
Conflicts: src/bindings.cpp src/includes.h src/main.cpp src/ph-utils src/player.h
gNumClampedCcdMotions continues to increase, which is interesting. Also stop segfault on quit.
btBulletDynamicsCommon.h and btBulletCollisionCommon.h are no longer placed directly in /usr/include, so we need to put /usr/include/bullet in our include path.
My mistake was in thinking that calculateLocalInertia would set the inertia of the body from the argument. Actually it changes the argument to reflect the inertia. Bullets seem to go through walls alarmingly often, even if I increase the number of steps.
Currently they don't move, and I don't know why. It still segfaults when you quit, for the same reason.
Note, it segfaults when you quit because the Bullet isn't getting deleted.
It's more flexible this way.
This reverts commit cd84846.
This reverts commit 33d3050.