Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJorge Bernal <jbernalmartinez@gmail.com>2015-06-05 03:24:23 +0300
committerJorge Bernal <jbernalmartinez@gmail.com>2015-06-05 03:24:23 +0300
commitf3434e5f827c651be10fdc4be2a008ac790980ea (patch)
treee23e87c5df62609c99fd582edc1e6bca058dce40 /source/gameengine
parent2cbe60b47672acd67b6ec2c15f13f196247ecfe3 (diff)
BGE Cleanup: remove dead code for collide, visible and twoside variables
As material is not NULL at this stage there is no need to do a NULL check. Also to remove dead code Reviewers: dfelinto, panzergame, hg1, moguri Reviewed By: panzergame, hg1, moguri Projects: #game_engine Differential Revision: https://developer.blender.org/D1330
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp17
1 files changed, 3 insertions, 14 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 3fc0215fe18..3da0863508b 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -995,7 +995,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
meshobj->m_sharedvertex_map.resize(totvert);
Material* ma = 0;
- bool collider = true;
MT_Point2 uvs[4][RAS_TexVert::MAX_UNIT];
unsigned int rgb[4] = {0};
@@ -1071,23 +1070,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
}
{
- bool visible = true;
- bool twoside = false;
RAS_MaterialBucket* bucket = material_from_mesh(ma, mface, tface, mcol, layers, lightlayer, rgb, uvs, tfaceName, scene, converter);
// set render flags
- if (ma)
- {
- visible = ((ma->game.flag & GEMAT_INVISIBLE)==0);
- twoside = ((ma->game.flag & GEMAT_BACKCULL)==0);
- collider = ((ma->game.flag & GEMAT_NOPHYSICS)==0);
- }
- else {
- visible = true;
- twoside = false;
- collider = true;
- }
+ bool visible = ((ma->game.flag & GEMAT_INVISIBLE)==0);
+ bool twoside = ((ma->game.flag & GEMAT_BACKCULL)==0);
+ bool collider = ((ma->game.flag & GEMAT_NOPHYSICS)==0);
/* mark face as flat, so vertices are split */
bool flat = (mface->flag & ME_SMOOTH) == 0;