BGE Cleanup: remove dead code for collide, visible and twoside variables
As material is not NULL at this stage there is no need to do a NULL check. Also to remove dead code Reviewers: dfelinto, panzergame, hg1, moguri Reviewed By: panzergame, hg1, moguri Projects: #game_engine Differential Revision: https://developer.blender.org/D1330
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@@ -995,7 +995,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
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meshobj->m_sharedvertex_map.resize(totvert);
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Material* ma = 0;
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bool collider = true;
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MT_Point2 uvs[4][RAS_TexVert::MAX_UNIT];
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unsigned int rgb[4] = {0};
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@@ -1071,23 +1070,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
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}
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{
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bool visible = true;
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bool twoside = false;
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RAS_MaterialBucket* bucket = material_from_mesh(ma, mface, tface, mcol, layers, lightlayer, rgb, uvs, tfaceName, scene, converter);
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// set render flags
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if (ma)
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{
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visible = ((ma->game.flag & GEMAT_INVISIBLE)==0);
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twoside = ((ma->game.flag & GEMAT_BACKCULL)==0);
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collider = ((ma->game.flag & GEMAT_NOPHYSICS)==0);
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}
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else {
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visible = true;
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twoside = false;
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collider = true;
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}
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bool visible = ((ma->game.flag & GEMAT_INVISIBLE)==0);
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bool twoside = ((ma->game.flag & GEMAT_BACKCULL)==0);
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bool collider = ((ma->game.flag & GEMAT_NOPHYSICS)==0);
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/* mark face as flat, so vertices are split */
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bool flat = (mface->flag & ME_SMOOTH) == 0;
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