diff options
author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-04-11 06:50:02 +0400 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-04-11 06:50:02 +0400 |
commit | ae9233a5b05ebfc925fd542afbdb3bb9220ed65c (patch) | |
tree | 46ed278ee54325ca98540163edf9ea5dd4a88c7f /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp | |
parent | d3e88eae711e2fd5d678ed555268647e28a9fc18 (diff) |
1. Check material names passed to the physics engine (for collision sensors.)
Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".
2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp index 4ce030ed484..8a51a25e6aa 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp @@ -73,10 +73,6 @@ bool RAS_VAOpenGLRasterizer::Init(void) if (result) { - // if possible, add extensions to other platforms too, if this - // rasterizer becomes messy just derive one for each platform - // (ie. KX_Win32Rasterizer, KX_LinuxRasterizer etc.) - glEnableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); @@ -187,6 +183,17 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays glColor3d(0,0,0); } // use glDrawElements to draw each vertexarray + static bool doWarning = true; + if (vertexarrays.size() > 1 && doWarning) + { + /* TODO: if vertexarrays.size() == 1 then if we are multitexturing + we can glLockArraysEXT the vertex arrays - GL will be able to cache + the vertex transforms. */ + std::cout << "# vertex arrays: " << vertexarrays.size() << std::endl; + std::cout << "I wondered if this could happen: please inform the proper authorities." << std::endl; + doWarning = false; + } + for (vt=0;vt<vertexarrays.size();vt++) { vertexarray = &((*vertexarrays[vt]) [0]); |