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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MaterialBucket.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp40
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;