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Diffstat (limited to 'source/gameengine/Converter/BL_ShapeDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index 94256a64d75..7653bb3f99b 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -181,7 +181,7 @@ bool BL_ShapeDeformer::Update(void)
if (m_lastShapeUpdate != m_gameobj->GetLastFrame()) {
/* the key coefficient have been set already, we just need to blend the keys */
Object* blendobj = m_gameobj->GetBlendObject();
-
+
/* we will blend the key directly in m_transverts array: it is used by armature as the start position */
/* m_key can be NULL in case of Modifier deformer */
if (m_key) {
@@ -199,9 +199,9 @@ bool BL_ShapeDeformer::Update(void)
m_bDynamic = true;
}
- // Don't release the weight array as in Blender, it will most likely be reusable on next frame
+ // Don't release the weight array as in Blender, it will most likely be reusable on next frame
// The weight array are ultimately deleted when the skin mesh is destroyed
-
+
/* Update the current frame */
m_lastShapeUpdate=m_gameobj->GetLastFrame();
@@ -215,7 +215,7 @@ bool BL_ShapeDeformer::Update(void)
// non dynamic deformer = Modifer without armature and shape keys, no need to create storage
if (!bSkinUpdate && bShapeUpdate && m_bDynamic) {
- // this means that there is no armature, we still need to
+ // this means that there is no armature, we still need to
// update the normal (was not done after shape key calculation)
#ifdef __NLA_DEFNORMALS