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authorCampbell Barton <ideasman42@gmail.com>2013-10-07 16:12:59 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-10-07 16:12:59 +0400
commit11087d4a827996d4d7bd909ccd49c8b4e359572a (patch)
tree99094e5e02b10dca6f5de357431785c3e293abed
parent024539b974c9774d77116b3cae9c0dde39c0661c (diff)
remove minor differences between these 2 files which are almost exact duplicates (tsk tsk!)
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp7
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp13
2 files changed, 8 insertions, 12 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index 2776c4ed0db..bcc62a341f8 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -211,7 +211,7 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
MT_Vector3 dir = (campos - objpos).safe_normalized();
MT_Vector3 up(0,0,1.0);
- KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
+ KX_GameObject* gameobj = (KX_GameObject *)this->m_clientobject;
// get scaling of halo object
MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
@@ -241,14 +241,13 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
glTranslated(objpos[0],objpos[1],objpos[2]);
glMultMatrixd(maat);
-
}
else {
if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
{
// shadow must be cast to the ground, physics system needed here!
MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
+ KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject;
MT_Vector3 direction = MT_Vector3(0,0,-1);
direction.normalize();
@@ -328,7 +327,7 @@ void KX_BlenderRenderTools::RenderText(
RAS_IPolyMaterial* polymat,
float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
{
- const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
+ const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
const unsigned int flag = polymat->GetFlag();
struct MTFace* tface = 0;
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index e8c29d5aa4f..1ba848a344c 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -66,9 +66,7 @@ unsigned int GPC_RenderTools::m_numgllights;
GPC_RenderTools::GPC_RenderTools()
{
-// XXX m_font = BMF_GetFont(BMF_kHelvetica10);
-
- glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
+ glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
if (m_numgllights < 8)
m_numgllights = 8;
}
@@ -220,7 +218,7 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in
MT_Vector3 dir = (campos - objpos).safe_normalized();
MT_Vector3 up(0,0,1.0);
- KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
+ KX_GameObject* gameobj = (KX_GameObject *)this->m_clientobject;
// get scaling of halo object
MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
@@ -256,7 +254,7 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in
{
// shadow must be cast to the ground, physics system needed here!
MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
+ KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject;
MT_Vector3 direction = MT_Vector3(0,0,-1);
direction.normalize();
@@ -490,7 +488,7 @@ void GPC_RenderTools::RenderText(
RAS_IPolyMaterial* polymat,
float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
{
- STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
+ const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
const unsigned int flag = polymat->GetFlag();
struct MTFace* tface = 0;
@@ -562,8 +560,7 @@ void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
glAccum(GL_LOAD, 1.0);
rasterizer->SetMotionBlurState(2);
}
- else if (motionblurvalue>=0.0 && motionblurvalue<=1.0)
- {
+ else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
glAccum(GL_MULT, motionblurvalue);
glAccum(GL_ACCUM, 1-motionblurvalue);
glAccum(GL_RETURN, 1.0);