diff options
author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-11-22 13:19:19 +0300 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-11-22 13:19:19 +0300 |
commit | 46fbe6b01e095ddb66f3bf6e0516569cfdca8f74 (patch) | |
tree | e7a7754188ef9b290eca479df6ac59b00ea7478b /source/gameengine/Rasterizer/RAS_MeshObject.cpp | |
parent | cf91617d7829647629c8ce04b9f047dfbdf3d910 (diff) |
Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MeshObject.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_MeshObject.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp index 4c24a58237c..bfc4c3012c3 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp +++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp @@ -636,7 +636,7 @@ void RAS_MeshObject::SortPolygons(const MT_Transform &transform) } -void RAS_MeshObject::SchedulePolygons(const MT_Transform &transform, int drawingmode,RAS_IRasterizer* rasty) +void RAS_MeshObject::SchedulePolygons(const MT_Transform &transform, int drawingmode) { // int nummaterials = m_materials.size(); int i; @@ -654,8 +654,8 @@ void RAS_MeshObject::SchedulePolygons(const MT_Transform &transform, int drawing int numpolys = m_Polygons.size(); - if ((rasty->GetDrawingMode() > RAS_IRasterizer::KX_BOUNDINGBOX) && - (rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID)) + if ((drawingmode > RAS_IRasterizer::KX_BOUNDINGBOX) && + (drawingmode < RAS_IRasterizer::KX_SOLID)) { for (i=0;i<numpolys;i++) { @@ -684,7 +684,7 @@ void RAS_MeshObject::SchedulePolygons(const MT_Transform &transform, int drawing m_bModified = false; } - if (m_zsort && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) + if (m_zsort && drawingmode >= RAS_IRasterizer::KX_SOLID) { SortPolygons(transform); } |