diff options
Diffstat (limited to 'source/gameengine/Converter/BL_ShapeDeformer.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ShapeDeformer.cpp | 8 |
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 |