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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_BucketManager.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index deca7cbed9f..547c6ec7097 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -97,7 +97,7 @@ RAS_BucketManager::~RAS_BucketManager()
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
delete(*it);
-
+
m_SolidBuckets.clear();
m_AlphaBuckets.clear();
}
@@ -130,7 +130,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
slots[i++].set(ms, bucket, pnorm);
}
}
-
+
if (alpha)
sort(slots.begin(), slots.end(), backtofront());
else
@@ -149,7 +149,7 @@ void RAS_BucketManager::RenderAlphaBuckets(const MT_Transform& cameratrans, RAS_
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
-
+
for (sit=slots.begin(); sit!=slots.end(); ++sit) {
rasty->SetClientObject(sit->m_ms->m_clientObj);
@@ -201,7 +201,7 @@ void RAS_BucketManager::RenderSolidBuckets(const MT_Transform& cameratrans, RAS_
}
#endif
}
-
+
/* this code draws meshes order front-to-back instead to reduce overdraw.
* it turned out slower due to much material state switching, a more clever
* algorithm might do better. */
@@ -248,7 +248,7 @@ void RAS_BucketManager::Renderbuckets(const MT_Transform& cameratrans, RAS_IRast
}
}
}
-
+
rasty->SetClientObject(NULL);
}
@@ -262,11 +262,11 @@ RAS_MaterialBucket *RAS_BucketManager::FindBucket(RAS_IPolyMaterial *material, b
for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
if (*(*it)->GetPolyMaterial() == *material)
return *it;
-
+
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
if (*(*it)->GetPolyMaterial() == *material)
return *it;
-
+
RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
bucketCreated = true;
@@ -274,14 +274,14 @@ RAS_MaterialBucket *RAS_BucketManager::FindBucket(RAS_IPolyMaterial *material, b
m_AlphaBuckets.push_back(bucket);
else
m_SolidBuckets.push_back(bucket);
-
+
return bucket;
}
void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance)
{
BucketList::iterator bit;
-
+
distance = 10.0f;
for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit)
@@ -305,7 +305,7 @@ void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat)
}
}
}
-
+
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
@@ -328,7 +328,7 @@ void RAS_BucketManager::ReleaseMaterials(RAS_IPolyMaterial * mat)
(*bit)->GetPolyMaterial()->ReleaseMaterial();
}
}
-
+
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
(*bit)->GetPolyMaterial()->ReleaseMaterial();