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author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-06-30 17:41:19 +0400 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-06-30 17:41:19 +0400 |
commit | c9b4585618ea72f61c4671d4734c9e48b6ce6745 (patch) | |
tree | c085b7a47ce5db91e1b825419a7353a412431354 /source/gameengine/Converter/BL_SkinMeshObject.h | |
parent | 09d3007b7148c6a0089c1cddcd7c463639d291cd (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.h | 7 |
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]); |