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Diffstat (limited to 'source/gameengine/GamePlayer/common/GPC_RenderTools.cpp')
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index 4bf81bf543e..dfc866526eb 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -173,11 +173,11 @@ bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, vo
left = (dir.cross(resultnormal)).safe_normalized();
// for the up vector, we take the 'resultnormal' returned by the physics
- double maat[16]={
- left[0], left[1], left[2], 0,
- dir[0], dir[1], dir[2], 0,
- resultnormal[0],resultnormal[1],resultnormal[2], 0,
- 0, 0, 0, 1};
+ double maat[16] = {left[0], left[1], left[2], 0,
+ dir[0], dir[1], dir[2], 0,
+ resultnormal[0], resultnormal[1], resultnormal[2], 0,
+ 0, 0, 0, 1};
+
glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
//glMultMatrixd(oglmatrix);
glMultMatrixd(maat);
@@ -236,16 +236,16 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in
left *= size[0];
dir *= size[1];
up *= size[2];
- double maat[16]={
- left[0], left[1],left[2], 0,
- dir[0], dir[1],dir[2],0,
- up[0],up[1],up[2],0,
- 0,0,0,1};
- glTranslated(objpos[0],objpos[1],objpos[2]);
- glMultMatrixd(maat);
-
- } else
- {
+
+ double maat[16] = {left[0], left[1], left[2], 0,
+ dir[0], dir[1], dir[2], 0,
+ up[0], up[1], up[2], 0,
+ 0, 0, 0, 1};
+
+ glTranslated(objpos[0],objpos[1],objpos[2]);
+ glMultMatrixd(maat);
+ }
+ else {
if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
{
// shadow must be cast to the ground, physics system needed here!