diff options
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++) { |