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authorCampbell Barton <ideasman42@gmail.com>2012-10-22 12:15:51 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-10-22 12:15:51 +0400
commitddc2dbc2a47ed2439a62e82ad6fba7d8c9dcae28 (patch)
treea7ca593a96652e6f0a784b5c6e37ab2c35b07159 /source/gameengine/GamePlayer/common
parent30fd258a0b407419a369fbb2818c49df6b70968e (diff)
style cleanup
Diffstat (limited to 'source/gameengine/GamePlayer/common')
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp3
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp6
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp30
3 files changed, 21 insertions, 18 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp b/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp
index adf0bcd8e57..c4022d69153 100644
--- a/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp
@@ -38,7 +38,8 @@ void GetRawLoadingAnimation(unsigned char **data, int *dataSize)
{
// create an array that will automatically be deleted when)
// we're outta this scope
- static unsigned char load_blend[]= { 66, 76, 69, 78, 68, 70,
+ static unsigned char load_blend[] = {
+ 66, 76, 69, 78, 68, 70,
73, 10, 0, 2, 21, 0, 0, 2, 22, 0, 0, 0, 0, 0, 0,
2, 30, 49, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
65, 25, 242, 2, 0, 2, 29, 253, 0, 0, 0, 4, 160, 249, 227,
diff --git a/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp b/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp
index 2471b528eac..2f58e9a692f 100644
--- a/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp
@@ -38,7 +38,8 @@ void GetRawBlenderLogo(unsigned char **data, int *width, int *height)
{
// create an array that will automatically be deleted when)
// we're outta this scope
- static unsigned char logo_blender_raw[]= { 0, 0, 0, 0, 0,
+ static unsigned char logo_blender_raw[] = {
+ 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@@ -1041,7 +1042,8 @@ void GetRawBlender3DLogo(unsigned char **data, int *width, int *height)
{
// create an array that will automatically be deleted when)
// we're outta this scope
- static unsigned char logo_blender3d_raw[]= {255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255,
+ static unsigned char logo_blender3d_raw[] = {
+ 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255,
255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255,
255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0,
255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255,
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index 4bf81bf543e..dfc866526eb 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -173,11 +173,11 @@ bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, vo
left = (dir.cross(resultnormal)).safe_normalized();
// for the up vector, we take the 'resultnormal' returned by the physics
- double maat[16]={
- left[0], left[1], left[2], 0,
- dir[0], dir[1], dir[2], 0,
- resultnormal[0],resultnormal[1],resultnormal[2], 0,
- 0, 0, 0, 1};
+ double maat[16] = {left[0], left[1], left[2], 0,
+ dir[0], dir[1], dir[2], 0,
+ resultnormal[0], resultnormal[1], resultnormal[2], 0,
+ 0, 0, 0, 1};
+
glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
//glMultMatrixd(oglmatrix);
glMultMatrixd(maat);
@@ -236,16 +236,16 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in
left *= size[0];
dir *= size[1];
up *= size[2];
- double maat[16]={
- left[0], left[1],left[2], 0,
- dir[0], dir[1],dir[2],0,
- up[0],up[1],up[2],0,
- 0,0,0,1};
- glTranslated(objpos[0],objpos[1],objpos[2]);
- glMultMatrixd(maat);
-
- } else
- {
+
+ double maat[16] = {left[0], left[1], left[2], 0,
+ dir[0], dir[1], dir[2], 0,
+ up[0], up[1], up[2], 0,
+ 0, 0, 0, 1};
+
+ 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!