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-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp9
3 files changed, 2 insertions, 11 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 647fb21988a..5df296970a3 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -1067,7 +1067,7 @@ void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
}
-void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_Matrix4x4 & mat)
+void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
{
glMatrixMode(GL_PROJECTION);
double matrix[16];
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index d7488b9901a..509e4c63c93 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -152,7 +152,7 @@ public:
);
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat);
- virtual void SetProjectionMatrix(MT_Matrix4x4 & mat);
+ virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat);
virtual void SetViewMatrix(
const MT_Matrix4x4 & mat,
const MT_Vector3& campos,
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
index 8a51a25e6aa..c0d90bb3c09 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
@@ -184,15 +184,6 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays
}
// 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++)
{