remove minor differences between these 2 files which are almost exact duplicates (tsk tsk!)
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@@ -211,7 +211,7 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
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MT_Vector3 dir = (campos - objpos).safe_normalized();
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MT_Vector3 up(0,0,1.0);
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KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
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KX_GameObject* gameobj = (KX_GameObject *)this->m_clientobject;
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// get scaling of halo object
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MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
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@@ -241,14 +241,13 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
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glTranslated(objpos[0],objpos[1],objpos[2]);
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glMultMatrixd(maat);
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}
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else {
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if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
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{
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// shadow must be cast to the ground, physics system needed here!
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MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
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KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject;
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MT_Vector3 direction = MT_Vector3(0,0,-1);
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direction.normalize();
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@@ -328,7 +327,7 @@ void KX_BlenderRenderTools::RenderText(
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RAS_IPolyMaterial* polymat,
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float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
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{
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const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
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const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
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const unsigned int flag = polymat->GetFlag();
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struct MTFace* tface = 0;
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@@ -66,9 +66,7 @@ unsigned int GPC_RenderTools::m_numgllights;
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GPC_RenderTools::GPC_RenderTools()
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{
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// XXX m_font = BMF_GetFont(BMF_kHelvetica10);
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glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
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glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
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if (m_numgllights < 8)
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m_numgllights = 8;
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}
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@@ -220,7 +218,7 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in
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MT_Vector3 dir = (campos - objpos).safe_normalized();
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MT_Vector3 up(0,0,1.0);
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KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
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KX_GameObject* gameobj = (KX_GameObject *)this->m_clientobject;
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// get scaling of halo object
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MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
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@@ -256,7 +254,7 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in
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{
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// shadow must be cast to the ground, physics system needed here!
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MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
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KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject;
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MT_Vector3 direction = MT_Vector3(0,0,-1);
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direction.normalize();
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@@ -490,7 +488,7 @@ void GPC_RenderTools::RenderText(
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RAS_IPolyMaterial* polymat,
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float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
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{
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STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
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const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
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const unsigned int flag = polymat->GetFlag();
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struct MTFace* tface = 0;
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@@ -562,8 +560,7 @@ void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
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glAccum(GL_LOAD, 1.0);
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rasterizer->SetMotionBlurState(2);
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}
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else if (motionblurvalue>=0.0 && motionblurvalue<=1.0)
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{
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else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
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glAccum(GL_MULT, motionblurvalue);
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glAccum(GL_ACCUM, 1-motionblurvalue);
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glAccum(GL_RETURN, 1.0);
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