diff options
-rw-r--r-- | source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp | 7 | ||||
-rw-r--r-- | source/gameengine/GamePlayer/common/GPC_RenderTools.cpp | 13 |
2 files changed, 8 insertions, 12 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp index 2776c4ed0db..bcc62a341f8 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp @@ -211,7 +211,7 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat MT_Vector3 dir = (campos - objpos).safe_normalized(); MT_Vector3 up(0,0,1.0); - KX_GameObject* gameobj = (KX_GameObject*)m_clientobject; + KX_GameObject* gameobj = (KX_GameObject *)this->m_clientobject; // get scaling of halo object MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling(); @@ -241,14 +241,13 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat glTranslated(objpos[0],objpos[1],objpos[2]); glMultMatrixd(maat); - } else { if (objectdrawmode & RAS_IPolyMaterial::SHADOW) { // shadow must be cast to the ground, physics system needed here! MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]); - KX_GameObject *gameobj = (KX_GameObject*)m_clientobject; + KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject; MT_Vector3 direction = MT_Vector3(0,0,-1); direction.normalize(); @@ -328,7 +327,7 @@ void KX_BlenderRenderTools::RenderText( RAS_IPolyMaterial* polymat, float v1[3], float v2[3], float v3[3], float v4[3], int glattrib) { - const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); + const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text"); const unsigned int flag = polymat->GetFlag(); struct MTFace* tface = 0; diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp index e8c29d5aa4f..1ba848a344c 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp @@ -66,9 +66,7 @@ unsigned int GPC_RenderTools::m_numgllights; GPC_RenderTools::GPC_RenderTools() { -// XXX m_font = BMF_GetFont(BMF_kHelvetica10); - - glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights); + glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights); if (m_numgllights < 8) m_numgllights = 8; } @@ -220,7 +218,7 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in MT_Vector3 dir = (campos - objpos).safe_normalized(); MT_Vector3 up(0,0,1.0); - KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; + KX_GameObject* gameobj = (KX_GameObject *)this->m_clientobject; // get scaling of halo object MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling(); @@ -256,7 +254,7 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in { // shadow must be cast to the ground, physics system needed here! MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]); - KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject; + KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject; MT_Vector3 direction = MT_Vector3(0,0,-1); direction.normalize(); @@ -490,7 +488,7 @@ void GPC_RenderTools::RenderText( RAS_IPolyMaterial* polymat, float v1[3], float v2[3], float v3[3], float v4[3], int glattrib) { - STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); + const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text"); const unsigned int flag = polymat->GetFlag(); struct MTFace* tface = 0; @@ -562,8 +560,7 @@ void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer) glAccum(GL_LOAD, 1.0); rasterizer->SetMotionBlurState(2); } - else if (motionblurvalue>=0.0 && motionblurvalue<=1.0) - { + else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) { glAccum(GL_MULT, motionblurvalue); glAccum(GL_ACCUM, 1-motionblurvalue); glAccum(GL_RETURN, 1.0); |