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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/Rasterizer/RAS_MeshObject.cpp | |
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/Rasterizer/RAS_MeshObject.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_MeshObject.cpp | 8 |
1 files changed, 1 insertions, 7 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp index ff5e674150b..50bd2339f6e 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp +++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp @@ -254,16 +254,10 @@ int RAS_MeshObject::FindOrAddVertex(int vtxarray, RAS_IPolyMaterial* mat, int orgindex) { - short newnormal[3]; - - newnormal[0]=(short)((normal[0])*32767.0); - newnormal[1]=(short)((normal[1])*32767.0); - newnormal[2]=(short)((normal[2])*32767.0); - KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); int numverts = ao->m_VertexArrayCache1[vtxarray]->size();//m_VertexArrayCount[vtxarray]; - RAS_TexVert newvert(xyz,uv,rgbacolor,newnormal, 0); + RAS_TexVert newvert(xyz,uv,rgbacolor,normal, 0); #define KX_FIND_SHARED_VERTICES #ifdef KX_FIND_SHARED_VERTICES |