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authorMike Erwin <significant.bit@gmail.com>2016-01-28 09:35:50 +0300
committerMike Erwin <significant.bit@gmail.com>2016-01-28 09:36:12 +0300
commitf91fe78af5145a2f5706acd17d0e793ab7b311f8 (patch)
tree5db34caf2503cfbe9772c87f739dfd2e0cc29df5 /source/gameengine
parent05dbc470ad9c1f953b5e8d2da5e3f1bfba6d4814 (diff)
cleanup: spelling, comments, alignment
fixed pet peeve “frustrum” and other non-functional changes.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Ketsji/KX_Camera.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp21
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp58
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp12
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp32
-rw-r--r--source/gameengine/VideoTexture/ImageRender.cpp38
7 files changed, 82 insertions, 87 deletions
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index 6988d563808..361cd65d50a 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -320,7 +320,7 @@ void KX_Camera::ExtractFrustumSphere()
if (m_projection_matrix[3][3] == MT_Scalar(0.0f))
{
- // frustrum projection
+ // frustum projection
// detect which of the corner of the far clipping plane is the farthest to the origin
MT_Vector4 nfar; // far point in device normalized coordinate
MT_Point3 farpoint; // most extreme far point in camera coordinate
@@ -359,7 +359,7 @@ void KX_Camera::ExtractFrustumSphere()
nfar.setValue(-nfar[0], -nfar[1], -1.0f, 1.0f);
nfar = clip_camcs_matrix*nfar;
nearpoint.setValue(nfar[0]/nfar[3], nfar[1]/nfar[3], nfar[2]/nfar[3]);
- // this is a frustrum projection
+ // this is a frustum projection
N = nearpoint.dot(nearpoint);
e = farpoint[2];
s = nearpoint[2];
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 818a46531c9..6585b9dc831 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -1450,22 +1450,21 @@ void KX_Dome::CalculateFrustum(KX_Camera *cam)
gluPerspective(90.0f,1.0f,cam->GetCameraNear(),cam->GetCameraFar());
#endif
- RAS_FrameFrustum m_frustrum; //90 deg. Frustum
+ RAS_FrameFrustum m_frustum; //90 deg. Frustum
- m_frustrum.camnear = cam->GetCameraNear();
- m_frustrum.camfar = cam->GetCameraFar();
+ m_frustum.camnear = cam->GetCameraNear();
+ m_frustum.camfar = cam->GetCameraFar();
-// float top = tan(90.0f*MT_PI/360.0f) * m_frustrum.camnear;
- float top = m_frustrum.camnear; // for deg = 90deg, tan = 1
+// float top = tan(90.0f*MT_PI/360.0f) * m_frustum.camnear;
+ float top = m_frustum.camnear; // for deg = 90deg, tan = 1
- m_frustrum.x1 = -top;
- m_frustrum.x2 = top;
- m_frustrum.y1 = -top;
- m_frustrum.y2 = top;
+ m_frustum.x1 = -top;
+ m_frustum.x2 = top;
+ m_frustum.y1 = -top;
+ m_frustum.y2 = top;
m_projmat = m_rasterizer->GetFrustumMatrix(
- m_frustrum.x1, m_frustrum.x2, m_frustrum.y1, m_frustrum.y2, m_frustrum.camnear, m_frustrum.camfar);
-
+ m_frustum.x1, m_frustum.x2, m_frustum.y1, m_frustum.y2, m_frustum.camnear, m_frustum.camfar);
}
void KX_Dome::CalculateCameraOrientation()
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index cb44758c46d..c8bfab0453e 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -107,7 +107,7 @@ double KX_KetsjiEngine::m_suspendedtime = 0.0;
double KX_KetsjiEngine::m_suspendeddelta = 0.0;
double KX_KetsjiEngine::m_average_framerate = 0.0;
bool KX_KetsjiEngine::m_restrict_anim_fps = false;
-short KX_KetsjiEngine::m_exitkey = 130; //ESC Key
+short KX_KetsjiEngine::m_exitkey = 130; // ESC Key
/**
@@ -310,7 +310,7 @@ void KX_KetsjiEngine::RenderDome()
KX_SceneList::iterator sceneit;
KX_Scene* scene = NULL;
- int n_renders=m_dome->GetNumberRenders();// usually 4 or 6
+ int n_renders=m_dome->GetNumberRenders(); // usually 4 or 6
for (int i=0;i<n_renders;i++) {
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
@@ -327,7 +327,7 @@ void KX_KetsjiEngine::RenderDome()
if (i == 0) {
RenderShadowBuffers(scene);
}
- // Avoid drawing the scene with the active camera twice when it's viewport is enabled
+ // Avoid drawing the scene with the active camera twice when its viewport is enabled
if (cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
@@ -337,7 +337,7 @@ void KX_KetsjiEngine::RenderDome()
// do the rendering
m_dome->RenderDomeFrame(scene,cam, i);
- //render all the font objects for this scene
+ // render all the font objects for this scene
scene->RenderFonts();
}
@@ -355,7 +355,7 @@ void KX_KetsjiEngine::RenderDome()
// do the rendering
m_dome->RenderDomeFrame(scene, (*it),i);
- //render all the font objects for this scene
+ // render all the font objects for this scene
scene->RenderFonts();
}
@@ -438,7 +438,6 @@ void KX_KetsjiEngine::StartEngine(bool clearIpo)
m_sceneconverter->ResetPhysicsObjectsAnimationIpo(clearIpo);
m_sceneconverter->WritePhysicsObjectToAnimationIpo(m_currentFrame);
}
-
}
void KX_KetsjiEngine::ClearFrame()
@@ -539,7 +538,7 @@ void KX_KetsjiEngine::EndFrame()
m_average_framerate = 1.0/tottime;
- // Go to next profiling measurement, time spend after this call is shown in the next frame.
+ // Go to next profiling measurement, time spent after this call is shown in the next frame.
m_logger->NextMeasurement(m_kxsystem->GetTimeInSeconds());
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
@@ -609,7 +608,7 @@ bool KX_KetsjiEngine::NextFrame()
double deltatime = m_clockTime - m_frameTime;
if (deltatime<0.0)
{
- // We got here too quickly, which means there is nothing todo, just return and don't render.
+ // We got here too quickly, which means there is nothing to do, just return and don't render.
// Not sure if this is the best fix, but it seems to stop the jumping framerate issue (#33088)
return false;
}
@@ -660,13 +659,13 @@ bool KX_KetsjiEngine::NextFrame()
* update. */
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
- m_sceneconverter->resetNoneDynamicObjectToIpo();//this is for none dynamic objects with ipo
+ m_sceneconverter->resetNoneDynamicObjectToIpo(); // this is for none dynamic objects with ipo
scene->UpdateObjectActivity();
if (!scene->IsSuspended())
{
- // if the scene was suspended recalcutlate the delta tu "curtime"
+ // if the scene was suspended recalculate the delta tu "curtime"
m_suspendedtime = scene->getSuspendedTime();
if (scene->getSuspendedTime()!=0.0)
scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime());
@@ -769,7 +768,7 @@ bool KX_KetsjiEngine::NextFrame()
frames--;
}
- // Start logging time spend outside main loop
+ // Start logging time spent outside main loop
m_logger->StartLog(tc_outside, m_kxsystem->GetTimeInSeconds(), true);
return doRender;
@@ -838,13 +837,13 @@ void KX_KetsjiEngine::Render()
// pass the scene's worldsettings to the rasterizer
scene->GetWorldInfo()->UpdateWorldSettings();
- // this is now done incrementatlly in KX_Scene::CalculateVisibleMeshes
+ // this is now done incrementally in KX_Scene::CalculateVisibleMeshes
//scene->UpdateMeshTransformations();
// shadow buffers
RenderShadowBuffers(scene);
- // Avoid drawing the scene with the active camera twice when it's viewport is enabled
+ // Avoid drawing the scene with the active camera twice when its viewport is enabled
if (cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
@@ -898,7 +897,7 @@ void KX_KetsjiEngine::Render()
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
- //pass the scene, for picking and raycasting (shadows)
+ // pass the scene, for picking and raycasting (shadows)
m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
@@ -948,10 +947,10 @@ void KX_KetsjiEngine::SetNameNextGame(const STR_String& nextgame)
int KX_KetsjiEngine::GetExitCode()
{
- // if a gameactuator has set an exitcode or if there are no scenes left
+ // if a game actuator has set an exit code or if there are no scenes left
if (!m_exitcode)
{
- if (m_scenes.begin()==m_scenes.end())
+ if (m_scenes.begin() == m_scenes.end())
m_exitcode = KX_EXIT_REQUEST_NO_SCENES_LEFT;
}
@@ -1017,9 +1016,8 @@ void KX_KetsjiEngine::SetCameraOverrideZoom(float camzoom)
void KX_KetsjiEngine::GetSceneViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport)
{
- // In this function we make sure the rasterizer settings are upto
- // date. We compute the viewport so that logic
- // using this information is upto date.
+ // In this function we make sure the rasterizer settings are up-to-date.
+ // We compute the viewport so that logic using this information is up-to-date.
// Note we postpone computation of the projection matrix
// so that we are using the latest camera position.
@@ -1171,7 +1169,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
if (override_camera && m_overrideCamUseOrtho) {
m_rasterizer->SetProjectionMatrix(m_overrideCamProjMat);
if (!cam->hasValidProjectionMatrix()) {
- // needed to get frustrum planes for culling
+ // needed to get frustum planes for culling
MT_Matrix4x4 projmat;
projmat.setValue(m_overrideCamProjMat.getPointer());
cam->SetProjectionMatrix(projmat);
@@ -1280,7 +1278,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
scene->RenderBuckets(camtrans, m_rasterizer);
- //render all the font objects for this scene
+ // render all the font objects for this scene
scene->RenderFonts();
if (scene->GetPhysicsEnvironment())
@@ -1335,7 +1333,7 @@ void KX_KetsjiEngine::StopEngine()
}
// Scene Management is able to switch between scenes
-// and have several scene's running in parallel
+// and have several scenes running in parallel
void KX_KetsjiEngine::AddScene(KX_Scene* scene)
{
m_scenes.push_back(scene);
@@ -1351,7 +1349,7 @@ void KX_KetsjiEngine::PostProcessScene(KX_Scene* scene)
SG_SetActiveStage(SG_STAGE_SCENE);
// if there is no activecamera, or the camera is being
- // overridden we need to construct a temporarily camera
+ // overridden we need to construct a temporary camera
if (!scene->GetActiveCamera() || override_camera)
{
KX_Camera* activecam = NULL;
@@ -1368,7 +1366,7 @@ void KX_KetsjiEngine::PostProcessScene(KX_Scene* scene)
activecam = new KX_Camera(scene,KX_Scene::m_callbacks,camdata);
activecam->SetName("__default__cam__");
- // set transformation
+ // set transformation
if (override_camera) {
const MT_CmMatrix4x4& cammatdata = m_overrideCamViewMat;
MT_Transform trans = MT_Transform(cammatdata.getPointer());
@@ -1388,7 +1386,7 @@ void KX_KetsjiEngine::PostProcessScene(KX_Scene* scene)
scene->SetActiveCamera(activecam);
scene->GetObjectList()->Add(activecam->AddRef());
scene->GetRootParentList()->Add(activecam->AddRef());
- //done with activecam
+ // done with activecam
activecam->Release();
}
@@ -1482,7 +1480,7 @@ void KX_KetsjiEngine::RenderDebugProperties()
// Add the ymargin for titles below the other section of debug info
ycoord += title_y_top_margin;
- /* Property display*/
+ /* Property display */
if (m_show_debug_properties) {
/* Title for debugging("Debug properties") */
@@ -1712,7 +1710,7 @@ void KX_KetsjiEngine::AddScheduledScenes()
bool KX_KetsjiEngine::ReplaceScene(const STR_String& oldscene,const STR_String& newscene)
{
- // Don't allow replacement if the new scene doesn't exists.
+ // Don't allow replacement if the new scene doesn't exist.
// Allows smarter game design (used to have no check here).
// Note that it creates a small backward compatbility issue
// for a game that did a replace followed by a lib load with the
@@ -1799,7 +1797,7 @@ void KX_KetsjiEngine::SetAnimRecordMode(bool animation_record, int startFrame)
m_animation_record = animation_record;
if (animation_record)
{
- //when recording physics keyframes, run at a variable (capped) frame rate (fixed time == full speed)
+ // when recording physics keyframes, run at a variable (capped) frame rate (fixed time == full speed)
m_bFixedTime = false;
}
m_currentFrame = startFrame;
@@ -2043,12 +2041,12 @@ void KX_KetsjiEngine::Resize()
{
KX_SceneList::iterator sceneit;
- /* extended mode needs to recalculate camera frustrums when */
+ /* extended mode needs to recalculate camera frusta when */
KX_Scene* firstscene = *m_scenes.begin();
const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
if (framesettings.FrameType() == RAS_FrameSettings::e_frame_extend) {
- for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++) {
+ for (sceneit = m_scenes.begin(); sceneit != m_scenes.end(); sceneit++) {
KX_Camera* cam = ((KX_Scene *)*sceneit)->GetActiveCamera();
cam->InvalidateProjectionMatrix();
}
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index d131891cb90..deca7cbed9f 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -125,7 +125,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
{
RAS_MaterialBucket* bucket = *bit;
RAS_MeshSlot* ms;
- // remove the mesh slot form the list, it culls them automatically for next frame
+ // remove the mesh slot from the list, it culls them automatically for next frame
while ((ms = bucket->GetNextActiveMeshSlot())) {
slots[i++].set(ms, bucket, pnorm);
}
@@ -157,7 +157,7 @@ void RAS_BucketManager::RenderAlphaBuckets(const MT_Transform& cameratrans, RAS_
sit->m_bucket->RenderMeshSlot(cameratrans, rasty, *(sit->m_ms));
// make this mesh slot culled automatically for next frame
- // it will be culled out by frustrum culling
+ // it will be culled out by frustum culling
sit->m_ms->SetCulled(true);
}
@@ -174,14 +174,14 @@ void RAS_BucketManager::RenderSolidBuckets(const MT_Transform& cameratrans, RAS_
#if 1
RAS_MaterialBucket* bucket = *bit;
RAS_MeshSlot* ms;
- // remove the mesh slot form the list, it culls them automatically for next frame
+ // remove the mesh slot from the list, it culls them automatically for next frame
while ((ms = bucket->GetNextActiveMeshSlot())) {
rasty->SetClientObject(ms->m_clientObj);
while (bucket->ActivateMaterial(cameratrans, rasty))
bucket->RenderMeshSlot(cameratrans, rasty, *ms);
// make this mesh slot culled automatically for next frame
- // it will be culled out by frustrum culling
+ // it will be culled out by frustum culling
ms->SetCulled(true);
}
#else
@@ -196,7 +196,7 @@ void RAS_BucketManager::RenderSolidBuckets(const MT_Transform& cameratrans, RAS_
(*bit)->RenderMeshSlot(cameratrans, rasty, *mit);
// make this mesh slot culled automatically for next frame
- // it will be culled out by frustrum culling
+ // it will be culled out by frustum culling
mit->SetCulled(true);
}
#endif
@@ -367,7 +367,7 @@ void RAS_BucketManager::RemoveMaterial(RAS_IPolyMaterial * mat)
void RAS_BucketManager::MergeBucketManager(RAS_BucketManager *other, SCA_IScene *scene)
{
- /* concatinate lists */
+ /* concatenate lists */
// printf("BEFORE %d %d\n", GetSolidBuckets().size(), GetAlphaBuckets().size());
GetSolidBuckets().insert( GetSolidBuckets().end(), other->GetSolidBuckets().begin(), other->GetSolidBuckets().end() );
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.h b/source/gameengine/Rasterizer/RAS_FramingManager.h
index 5741a91939e..cb86a7a4484 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.h
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.h
@@ -73,7 +73,7 @@ public :
};
/**
- * Contructor
+ * Constructor
*/
RAS_FrameSettings(
@@ -221,7 +221,7 @@ public :
/**
- * compute a frustrum given a valid viewport,
+ * compute a frustum given a valid viewport,
* RAS_FrameSettings, canvas description
* and camera description
*/
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 1589bc7efa2..34f0ef04a58 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -244,7 +244,6 @@ bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
void RAS_OpenGLRasterizer::Exit()
{
-
m_storage->Exit();
glEnable(GL_CULL_FACE);
@@ -363,7 +362,7 @@ void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene)
if (light) glDisable(GL_LIGHTING);
if (tex) glDisable(GL_TEXTURE_2D);
- //draw lines
+ // draw lines
glBegin(GL_LINES);
for (unsigned int i = 0; i < debugShapes.size(); i++) {
if (debugShapes[i].m_type != OglDebugShape::LINE)
@@ -376,7 +375,7 @@ void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene)
}
glEnd();
- //draw circles
+ // draw circles
for (unsigned int i = 0; i < debugShapes.size(); i++) {
if (debugShapes[i].m_type != OglDebugShape::CIRCLE)
continue;
@@ -785,7 +784,7 @@ static DMDrawOption CheckTexDM(MTexPoly *mtexpoly, const bool has_mcol, int matn
void RAS_OpenGLRasterizer::DrawDerivedMesh(class RAS_MeshSlot &ms)
{
- // mesh data is in derived mesh,
+ // mesh data is in derived mesh
current_bucket = ms.m_bucket;
current_polymat = current_bucket->GetPolyMaterial();
current_ms = &ms;
@@ -837,10 +836,9 @@ void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
float matrix[16];
/* Get into argument. Looks a bit dodgy, but it's ok. */
mat.getValue(matrix);
- /* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
glLoadMatrixf(matrix);
- m_camortho= (mat[3][3] != 0.0f);
+ m_camortho = (mat[3][3] != 0.0f);
}
MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
@@ -882,8 +880,8 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
}
// leave bottom and top untouched
if (m_stereomode == RAS_STEREO_3DTVTOPBOTTOM) {
- // restore the vertical frustrum because the 3DTV will
- // expande the top and bottom part to the full size of the screen
+ // restore the vertical frustum because the 3DTV will
+ // expand the top and bottom part to the full size of the screen
bottom *= 2.0f;
top *= 2.0f;
}
@@ -910,7 +908,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix(
MT_Matrix4x4 result;
float mat[16];
- // stereo is meaning less for orthographic, disable it
+ // stereo is meaningless for orthographic, disable it
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(left, right, bottom, top, frustnear, frustfar);
@@ -1305,8 +1303,8 @@ bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast
float maat[16] = {left[0], left[1], left[2], 0,
dir[0], dir[1], dir[2], 0,
- resultnormal[0], resultnormal[1], resultnormal[2], 0,
- 0, 0, 0, 1};
+ resultnormal[0], resultnormal[1], resultnormal[2], 0,
+ 0, 0, 0, 1};
glTranslatef(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
//glMultMatrixd(oglmatrix);
@@ -1480,7 +1478,7 @@ void RAS_OpenGLRasterizer::RenderBox2D(int xco,
yco = height - yco;
int barsize = 50;
- /* draw in black first*/
+ /* draw in black first */
glColor3ub(0, 0, 0);
glBegin(GL_QUADS);
glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
@@ -1518,9 +1516,9 @@ void RAS_OpenGLRasterizer::RenderText3D(
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
BLF_matrix(fontid, mat);
- /* aspect is the inverse scale that allows you to increase */
- /* your resolution without sizing the final text size */
- /* the bigger the size, the smaller the aspect */
+ /* aspect is the inverse scale that allows you to increase
+ * your resolution without sizing the final text size
+ * the bigger the size, the smaller the aspect */
BLF_aspect(fontid, aspect, aspect, aspect);
BLF_size(fontid, size, dpi);
@@ -1553,7 +1551,7 @@ void RAS_OpenGLRasterizer::RenderText2D(
glLoadIdentity();
if (mode == RAS_TEXT_PADDED) {
- /* draw in black first*/
+ /* draw in black first */
glColor3ub(0, 0, 0);
BLF_size(blf_mono_font, 11, 72);
BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
@@ -1592,7 +1590,7 @@ void RAS_OpenGLRasterizer::MotionBlur()
motionblurvalue = GetMotionBlurValue();
if (state==1)
{
- //bugfix:load color buffer into accum buffer for the first time(state=1)
+ // bugfix:load color buffer into accum buffer for the first time(state=1)
glAccum(GL_LOAD, 1.0f);
SetMotionBlurState(2);
}
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp
index 9086b042537..a374fbba2df 100644
--- a/source/gameengine/VideoTexture/ImageRender.cpp
+++ b/source/gameengine/VideoTexture/ImageRender.cpp
@@ -141,14 +141,14 @@ void ImageRender::calcImage (unsigned int texId, double ts)
void ImageRender::Render()
{
- RAS_FrameFrustum frustrum;
+ RAS_FrameFrustum frustum;
if (!m_render)
return;
if (m_mirror)
{
- // mirror mode, compute camera frustrum, position and orientation
+ // mirror mode, compute camera frustum, position and orientation
// convert mirror position and normal in world space
const MT_Matrix3x3 & mirrorObjWorldOri = m_mirror->GetSGNode()->GetWorldOrientation();
const MT_Point3 & mirrorObjWorldPos = m_mirror->GetSGNode()->GetWorldPosition();
@@ -177,7 +177,7 @@ void ImageRender::Render()
mirrorWorldX[2], mirrorWorldY[2], mirrorWorldZ[2]);
m_camera->GetSGNode()->SetLocalOrientation(cameraWorldOri);
m_camera->GetSGNode()->UpdateWorldData(0.0);
- // compute camera frustrum:
+ // compute camera frustum:
// get position of mirror relative to camera: offset = mirrorPos-cameraPos
MT_Vector3 mirrorOffset = mirrorWorldPos - cameraWorldPos;
// convert to camera orientation
@@ -203,12 +203,12 @@ void ImageRender::Render()
// bottom = offsety-height
// near = -offsetz
// far = near+100
- frustrum.x1 = mirrorOffset[0]-width;
- frustrum.x2 = mirrorOffset[0]+width;
- frustrum.y1 = mirrorOffset[1]-height;
- frustrum.y2 = mirrorOffset[1]+height;
- frustrum.camnear = -mirrorOffset[2];
- frustrum.camfar = -mirrorOffset[2]+m_clip;
+ frustum.x1 = mirrorOffset[0]-width;
+ frustum.x2 = mirrorOffset[0]+width;
+ frustum.y1 = mirrorOffset[1]-height;
+ frustum.y2 = mirrorOffset[1]+height;
+ frustum.camnear = -mirrorOffset[2];
+ frustum.camfar = -mirrorOffset[2]+m_clip;
}
// Store settings to be restored later
const RAS_IRasterizer::StereoMode stereomode = m_rasterizer->GetStereoMode();
@@ -226,10 +226,10 @@ void ImageRender::Render()
m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
if (m_mirror)
{
- // frustrum was computed above
- // get frustrum matrix and set projection matrix
+ // frustum was computed above
+ // get frustum matrix and set projection matrix
MT_Matrix4x4 projmat = m_rasterizer->GetFrustumMatrix(
- frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
+ frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar);
m_camera->SetProjectionMatrix(projmat);
}
@@ -264,11 +264,11 @@ void ImageRender::Render()
m_camera->GetSensorFit(),
shift_x,
shift_y,
- frustrum
+ frustum
);
projmat = m_rasterizer->GetOrthoMatrix(
- frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
+ frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar);
}
else {
RAS_FramingManager::ComputeDefaultFrustum(
@@ -281,10 +281,10 @@ void ImageRender::Render()
shift_x,
shift_y,
aspect_ratio,
- frustrum);
+ frustum);
projmat = m_rasterizer->GetFrustumMatrix(
- frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
+ frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar);
}
m_camera->SetProjectionMatrix(projmat);
}
@@ -548,7 +548,7 @@ static int ImageMirror_init(PyObject *pySelf, PyObject *args, PyObject *kwds)
exp.report();
return -1;
}
- // initialization succeded
+ // initialization succeeded
return 0;
}
@@ -607,7 +607,7 @@ ImageRender::ImageRender (KX_Scene *scene, KX_GameObject *observer, KX_GameObjec
m_clip(100.f)
{
// this constructor is used for automatic planar mirror
- // create a camera, take all data by default, in any case we will recompute the frustrum on each frame
+ // create a camera, take all data by default, in any case we will recompute the frustum on each frame
RAS_CameraData camdata;
vector<RAS_TexVert*> mirrorVerts;
vector<RAS_TexVert*>::iterator it;
@@ -641,7 +641,7 @@ ImageRender::ImageRender (KX_Scene *scene, KX_GameObject *observer, KX_GameObjec
RAS_TexVert *v1, *v2, *v3, *v4;
float normal[3];
float area;
- // this polygon is part of the mirror,
+ // this polygon is part of the mirror
v1 = polygon->GetVertex(0);
v2 = polygon->GetVertex(1);
v3 = polygon->GetVertex(2);