diff options
author | Campbell Barton <ideasman42@gmail.com> | 2010-12-17 19:05:40 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2010-12-17 19:05:40 +0300 |
commit | fb977b793e3d4a1de3565587c11824ee060a768f (patch) | |
tree | 9e23adda9970ee12f78ae6205dc8df8dc0c060b5 /source/gameengine | |
parent | 264f37d6d82168861b3c48bac336d48a65673e34 (diff) |
minor warnings removed.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Ketsji/KX_FontObject.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/source/gameengine/Ketsji/KX_FontObject.cpp b/source/gameengine/Ketsji/KX_FontObject.cpp index f01a140c356..37314e80dc6 100644 --- a/source/gameengine/Ketsji/KX_FontObject.cpp +++ b/source/gameengine/Ketsji/KX_FontObject.cpp @@ -42,22 +42,22 @@ KX_FontObject::KX_FontObject( void* sgReplicationInfo, RAS_IRenderTools* rendertools, Object *ob): KX_GameObject(sgReplicationInfo, callbacks), - m_rendertools(rendertools), m_object(ob), m_dpi(72), m_resolution(1.f), - m_color(ob->col) /* initial color - non-animatable */ + m_color(ob->col), /* initial color - non-animatable */ + m_rendertools(rendertools) { Curve *text = static_cast<Curve *> (ob->data); m_text = text->str; m_fsize = text->fsize; - /* <builtin> != "default" */ + /* FO_BUILTIN_NAME != "default" */ /* I hope at some point Blender (2.5x) can have a single font */ /* with unicode support for ui and OB_FONT */ - /* once we have packed working we can load the <builtin> font */ + /* once we have packed working we can load the FO_BUILTIN_NAME font */ const char* filepath = text->vfont->name; - if (strcmp("<builtin>", filepath) == 0) + if (strcmp(FO_BUILTIN_NAME, filepath) == 0) filepath = "default"; /* XXX - if it's packed it will not work. waiting for bdiego (Diego) fix for that. */ @@ -89,7 +89,7 @@ void KX_FontObject::DrawText() /* only draws the text if visible */ if(this->GetVisible() == 0) return; - /* XXX 2DO - handle multiple lines + /* XXX 2DO - handle multiple lines */ /* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */ float RES = BGE_FONT_RES * m_resolution; |