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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-07-17 09:23:17 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-07-17 09:23:17 +0400
commit90fb63152628927d5d13b0101f4f2dcec025d2f7 (patch)
tree2f5f652729252632e3dc5c74e5c433ca2d297db1 /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
parent5ff83fa2b8c63a9267722f01b5626ee0da41adda (diff)
Port a few rasterizer changes from tuhopuu2:
Up the max batch size. Clean up some of the code - move code in headers to source files etc.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp36
1 files changed, 16 insertions, 20 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index ce58c8470c4..5f09846aa72 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -560,25 +560,25 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
// However it depends on the way the colors are packed into
// the m_rgba field of RAS_TexVert
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
@@ -620,19 +620,19 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
for (unsigned int i=0;i<numindices;i+=3)
{
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
@@ -786,28 +786,28 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
@@ -886,21 +886,21 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glNormal3f(fnor[0], fnor[1], fnor[2]);
}
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
+ glColor4ubv((const GLubyte *)(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
@@ -993,25 +993,21 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(const vecVertexArray & vertexa
{
float v1[3],v2[3],v3[3],v4[3];
- char *cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
v1[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
v1[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
v1[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
vindex++;
- cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
v2[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
v2[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
v2[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
vindex++;
- cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
v3[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
v3[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
v3[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
vindex++;
- cp= (char *)&(vertexarray[(indexarray[vindex])].getRGBA());
v4[0] = vertexarray[(indexarray[vindex])].getLocalXYZ()[0];
v4[1] = vertexarray[(indexarray[vindex])].getLocalXYZ()[1];
v4[2] = vertexarray[(indexarray[vindex])].getLocalXYZ()[2];
@@ -1086,7 +1082,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
float top,
float frustnear,
float frustfar,
- bool perspective
+ bool
){
MT_Matrix4x4 result;
double mat[16];
@@ -1127,7 +1123,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
// next arguments probably contain redundant info, for later...
void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vector3& campos,
- const MT_Point3 &camLoc, const MT_Quaternion &camOrientQuat)
+ const MT_Point3 &, const MT_Quaternion &camOrientQuat)
{
MT_Matrix4x4 viewMat = mat;