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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-06-30 17:41:19 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-06-30 17:41:19 +0400
commitc9b4585618ea72f61c4671d4734c9e48b6ce6745 (patch)
treec085b7a47ce5db91e1b825419a7353a412431354 /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
parent09d3007b7148c6a0089c1cddcd7c463639d291cd (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_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp56
1 files changed, 28 insertions, 28 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 7105710bf08..ce58c8470c4 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -531,22 +531,22 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -561,25 +561,25 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
// the m_rgba field of RAS_TexVert
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -599,17 +599,17 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -621,19 +621,19 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
{
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -735,25 +735,25 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -788,28 +788,28 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -846,19 +846,19 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -888,21 +888,21 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
- glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
+ glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;