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Diffstat (limited to 'source/gameengine/GamePlayer/common/GPC_RenderTools.cpp')
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp42
1 files changed, 21 insertions, 21 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index 54e2efd8776..ed2fa8a7dc6 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -101,23 +101,23 @@ void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, co
int layer= -1;
/* find the layer */
- if(uselights) {
- if(m_clientobject)
+ if (uselights) {
+ if (m_clientobject)
layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
}
/* avoid state switching */
- if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
+ if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
return;
m_lastlightlayer = layer;
m_lastauxinfo = m_auxilaryClientInfo;
/* enable/disable lights as needed */
- if(layer >= 0)
+ if (layer >= 0)
enable = applyLights(layer, viewmat);
- if(enable)
+ if (enable)
EnableOpenGLLights(rasty);
else
DisableOpenGLLights();
@@ -125,7 +125,7 @@ void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, co
void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
{
- if(m_lastlighting == true)
+ if (m_lastlighting == true)
return;
glEnable(GL_LIGHTING);
@@ -142,7 +142,7 @@ void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
void GPC_RenderTools::DisableOpenGLLights()
{
- if(m_lastlighting == false)
+ if (m_lastlighting == false)
return;
glDisable(GL_LIGHTING);
@@ -291,26 +291,26 @@ void GPC_RenderTools::RenderText3D( int fontid,
double* mat,
float aspect)
{
- if(GLEW_ARB_multitexture) {
- for(int i=0; i<MAXTEX; i++) {
+ if (GLEW_ARB_multitexture) {
+ for (int i=0; i<MAXTEX; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
- if(GLEW_ARB_texture_cube_map)
- if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
+ if (GLEW_ARB_texture_cube_map)
+ if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
- if(glIsEnabled(GL_TEXTURE_2D))
+ if (glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
- if(GLEW_ARB_texture_cube_map)
- if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
+ if (GLEW_ARB_texture_cube_map)
+ if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
- if(glIsEnabled(GL_TEXTURE_2D))
+ if (glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
@@ -415,7 +415,7 @@ void GPC_RenderTools::RenderText(
struct MTFace* tface = 0;
unsigned int *col = 0;
- if(flag & RAS_BLENDERMAT) {
+ if (flag & RAS_BLENDERMAT) {
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
tface = bl_mat->GetMTFace();
col = bl_mat->GetMCol();
@@ -448,7 +448,7 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
unsigned int count;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
- for(count=0; count<m_numgllights; count++)
+ for (count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
viewmat.getValue(glviewmat);
@@ -460,7 +460,7 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
RAS_LightObject* lightdata = (*lit);
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
- if(kxlight->ApplyLight(kxscene, objectlayer, count))
+ if (kxlight->ApplyLight(kxscene, objectlayer, count))
count++;
}
glPopMatrix();
@@ -472,16 +472,16 @@ void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
{
int state = rasterizer->GetMotionBlurState();
float motionblurvalue;
- if(state)
+ if (state)
{
motionblurvalue = rasterizer->GetMotionBlurValue();
- if(state==1)
+ if (state==1)
{
//bugfix:load color buffer into accum buffer for the first time(state=1)
glAccum(GL_LOAD, 1.0);
rasterizer->SetMotionBlurState(2);
}
- else if(motionblurvalue>=0.0 && motionblurvalue<=1.0)
+ else if (motionblurvalue>=0.0 && motionblurvalue<=1.0)
{
glAccum(GL_MULT, motionblurvalue);
glAccum(GL_ACCUM, 1-motionblurvalue);