diff options
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MaterialBucket.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_MaterialBucket.cpp | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp index 9cd8f77adfd..0de9af50872 100644 --- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp +++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp @@ -117,7 +117,7 @@ RAS_MeshSlot::RAS_MeshSlot(const RAS_MeshSlot& slot) : SG_QList() m_endindex = slot.m_endindex; for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { - // don't copy display arrays for now because it breaks python + // don't copy display arrays for now because it breaks python // access to vertices, but we'll need a solution if we want to // join display arrays for reducing draw calls. //*it = new RAS_DisplayArray(**it); @@ -215,7 +215,7 @@ void RAS_MeshSlot::SetDisplayArray(int numverts) { RAS_DisplayArrayList::iterator it; RAS_DisplayArray *darray = NULL; - + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { darray = *it; @@ -247,7 +247,7 @@ void RAS_MeshSlot::SetDisplayArray(int numverts) darray->m_type = RAS_DisplayArray::TRIANGLE; else if (numverts == 4) darray->m_type = RAS_DisplayArray::QUAD; - + m_endarray = m_displayArrays.size()-1; m_endvertex = 0; m_endindex = 0; @@ -265,7 +265,7 @@ int RAS_MeshSlot::AddVertex(const RAS_TexVert& tv) { RAS_DisplayArray *darray; int offset; - + darray = m_currentArray; darray->m_vertex.push_back(tv); offset = darray->m_vertex.size()-1; @@ -366,7 +366,7 @@ bool RAS_MeshSlot::Equals(RAS_MeshSlot *target) return false; if (m_bObjectColor && !(m_RGBAcolor == target->m_RGBAcolor)) return false; - + return true; } @@ -382,7 +382,7 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance) if (!Equals(target)) return false; - + MT_Vector3 co(&m_OpenGLMatrix[12]); MT_Vector3 targetco(&target->m_OpenGLMatrix[12]); @@ -394,7 +394,7 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance) targetmat.invert(); MT_Matrix4x4 transform = targetmat*mat; - + // m_mesh, clientobj m_joinSlot = target; m_joinInvTransform = transform; @@ -407,7 +407,7 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance) for (begin(mit); !end(mit); next(mit)) for (i=mit.startvertex; i<mit.endvertex; i++) mit.vertex[i].Transform(transform, ntransform); - + /* We know we'll need a list at least this big, reserve in advance */ target->m_displayArrays.reserve(target->m_displayArrays.size() + m_displayArrays.size()); @@ -426,7 +426,7 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance) target->m_DisplayList->Release(); target->m_DisplayList = NULL; } - + return true; #if 0 return false; @@ -517,9 +517,9 @@ bool RAS_MeshSlot::IsCulled() struct RAS_MaterialBucket::less { - bool operator()(const RAS_MaterialBucket* x, const RAS_MaterialBucket* y) const - { - return *x->GetPolyMaterial() < *y->GetPolyMaterial(); + bool operator()(const RAS_MaterialBucket* x, const RAS_MaterialBucket* y) const + { + return *x->GetPolyMaterial() < *y->GetPolyMaterial(); } }; @@ -535,7 +535,7 @@ RAS_MaterialBucket::~RAS_MaterialBucket() } RAS_IPolyMaterial* RAS_MaterialBucket::GetPolyMaterial() const -{ +{ return m_material; } @@ -554,7 +554,7 @@ RAS_MeshSlot* RAS_MaterialBucket::AddMesh(int numverts) RAS_MeshSlot *ms; m_meshSlots.push_back(RAS_MeshSlot()); - + ms = &m_meshSlots.back(); ms->init(this, numverts); @@ -564,7 +564,7 @@ RAS_MeshSlot* RAS_MaterialBucket::AddMesh(int numverts) RAS_MeshSlot* RAS_MaterialBucket::CopyMesh(RAS_MeshSlot *ms) { m_meshSlots.push_back(RAS_MeshSlot(*ms)); - + return &m_meshSlots.back(); } @@ -593,7 +593,7 @@ list<RAS_MeshSlot>::iterator RAS_MaterialBucket::msEnd() bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty) { bool uselights; - + if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !m_material->CastsShadows()) return false; @@ -602,10 +602,10 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I if (!rasty->SetMaterial(*m_material)) return false; - + uselights= m_material->UsesLighting(rasty); rasty->ProcessLighting(uselights, cameratrans); - + return true; } @@ -619,7 +619,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa ms.m_mesh->SetMeshModified(true); // KX_ReInstanceShapeFromMesh(ms.m_mesh); // Recompute the physics mesh. (Can't call KX_* from RAS_) } - + if (IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix)); @@ -665,7 +665,7 @@ void RAS_MaterialBucket::Optimize(MT_Scalar distance) /* TODO: still have to check before this works correct: * - lightlayer, frontface, text, billboard * - make it work with physics */ - + #if 0 list<RAS_MeshSlot>::iterator it; list<RAS_MeshSlot>::iterator jt; |