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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-06-30 17:41:19 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-06-30 17:41:19 +0400
commitc9b4585618ea72f61c4671d4734c9e48b6ce6745 (patch)
treec085b7a47ce5db91e1b825419a7353a412431354 /source/gameengine/Converter/BL_SkinMeshObject.h
parent09d3007b7148c6a0089c1cddcd7c463639d291cd (diff)
Switch to using floats instead of shorts for normal data - they're supposed to be faster.
Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
Diffstat (limited to 'source/gameengine/Converter/BL_SkinMeshObject.h')
-rw-r--r--source/gameengine/Converter/BL_SkinMeshObject.h7
1 files changed, 1 insertions, 6 deletions
diff --git a/source/gameengine/Converter/BL_SkinMeshObject.h b/source/gameengine/Converter/BL_SkinMeshObject.h
index 2690bd2e3a1..d7539031b35 100644
--- a/source/gameengine/Converter/BL_SkinMeshObject.h
+++ b/source/gameengine/Converter/BL_SkinMeshObject.h
@@ -142,12 +142,7 @@ public:
const unsigned int rgbacolor,
const MT_Vector3& normal, int defnr, bool flat, RAS_IPolyMaterial* mat)
{
- short newnormal[3];
- newnormal[0]=(short)(normal[0] * 32767.0);
- newnormal[1]=(short)(normal[1] * 32767.0);
- newnormal[2]=(short)(normal[2] * 32767.0);
-
- RAS_TexVert tempvert(xyz,uv,rgbacolor,newnormal,flat ? TV_CALCFACENORMAL : 0);
+ RAS_TexVert tempvert(xyz,uv,rgbacolor,normal,flat ? TV_CALCFACENORMAL : 0);
// KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);