diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-10-22 12:15:51 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2012-10-22 12:15:51 +0400 |
commit | ddc2dbc2a47ed2439a62e82ad6fba7d8c9dcae28 (patch) | |
tree | a7ca593a96652e6f0a784b5c6e37ab2c35b07159 /source/gameengine/GamePlayer/common | |
parent | 30fd258a0b407419a369fbb2818c49df6b70968e (diff) |
style cleanup
Diffstat (limited to 'source/gameengine/GamePlayer/common')
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! |