diff options
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer')
4 files changed, 105 insertions, 105 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp index e1fff5fe077..665053984e6 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp @@ -40,29 +40,29 @@ namespace bgl { static bool firsttime = true; - if(firsttime) { + if (firsttime) { firsttime = false; - if(debug) { - if(GLEW_ATI_pn_triangles) + if (debug) { + if (GLEW_ATI_pn_triangles) std::cout << "Enabled GL_ATI_pn_triangles" << std::endl; - if(GLEW_ARB_texture_env_combine) + if (GLEW_ARB_texture_env_combine) std::cout << "Detected GL_ARB_texture_env_combine" << std::endl; - if(GLEW_ARB_texture_cube_map) + if (GLEW_ARB_texture_cube_map) std::cout << "Detected GL_ARB_texture_cube_map" << std::endl; - if(GLEW_ARB_multitexture) + if (GLEW_ARB_multitexture) std::cout << "Detected GL_ARB_multitexture" << std::endl; - if(GLEW_ARB_shader_objects) + if (GLEW_ARB_shader_objects) std::cout << "Detected GL_ARB_shader_objects" << std::endl; - if(GLEW_ARB_vertex_shader) + if (GLEW_ARB_vertex_shader) std::cout << "Detected GL_ARB_vertex_shader" << std::endl; - if(GLEW_ARB_fragment_shader) + if (GLEW_ARB_fragment_shader) std::cout << "Detected GL_ARB_fragment_shader" << std::endl; - if(GLEW_ARB_vertex_program) + if (GLEW_ARB_vertex_program) std::cout << "Detected GL_ARB_vertex_program" << std::endl; - if(GLEW_ARB_depth_texture) + if (GLEW_ARB_depth_texture) std::cout << "Detected GL_ARB_depth_texture" << std::endl; - if(GLEW_EXT_separate_specular_color) + if (GLEW_EXT_separate_specular_color) std::cout << "Detected GL_EXT_separate_specular_color" << std::endl; } } diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp index 4e4d70fac31..1f411a09586 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp @@ -50,7 +50,7 @@ RAS_ListSlot::~RAS_ListSlot() void RAS_ListSlot::RemoveList() { - if(m_list != 0) { + if (m_list != 0) { spit("Releasing display list (" << m_list << ")"); glDeleteLists((GLuint)m_list, 1); m_list =0; @@ -59,19 +59,19 @@ void RAS_ListSlot::RemoveList() void RAS_ListSlot::DrawList() { - if(m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) { + if (m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) { RemoveList(); return; } - if(m_flag &LIST_MODIFY) { - if(m_flag &LIST_CREATE) { - if(m_list == 0) { + if (m_flag &LIST_MODIFY) { + if (m_flag &LIST_CREATE) { + if (m_list == 0) { m_list = (unsigned int)glGenLists(1); m_flag = m_flag &~ LIST_CREATE; spit("Created display list (" << m_list << ")"); } } - if(m_list != 0) + if (m_list != 0) glNewList((GLuint)m_list, GL_COMPILE); m_flag |= LIST_BEGIN; @@ -82,7 +82,7 @@ void RAS_ListSlot::DrawList() void RAS_ListSlot::EndList() { - if(m_flag & LIST_BEGIN) { + if (m_flag & LIST_BEGIN) { glEndList(); m_flag = m_flag &~(LIST_BEGIN|LIST_MODIFY); m_flag |= LIST_END; @@ -92,7 +92,7 @@ void RAS_ListSlot::EndList() void RAS_ListSlot::SetModified(bool mod) { - if(mod && !(m_flag & LIST_MODIFY)) { + if (mod && !(m_flag & LIST_MODIFY)) { spit("Modifying list (" << m_list << ")"); m_flag = m_flag &~ LIST_END; m_flag |= LIST_STREAM; @@ -164,7 +164,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) * :: sorted by mesh slot */ RAS_ListSlot* localSlot = (RAS_ListSlot*)ms.m_DisplayList; - if(!localSlot) { + if (!localSlot) { if (ms.m_pDerivedMesh) { // that means that we draw based on derived mesh, a display list is possible // Note that we come here only for static derived mesh @@ -172,7 +172,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) RAS_ListSlot* nullSlot = NULL; RAS_ListSlots *listVector; RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.find(ms.m_pDerivedMesh); - if(it == mDerivedMeshLists.end()) { + if (it == mDerivedMeshLists.end()) { listVector = new RAS_ListSlots(matnr+4, nullSlot); localSlot = new RAS_ListSlot(this); localSlot->m_flag |= LIST_DERIVEDMESH; @@ -194,7 +194,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) } } else { RAS_ArrayLists::iterator it = mArrayLists.find(ms.m_displayArrays); - if(it == mArrayLists.end()) { + if (it == mArrayLists.end()) { localSlot = new RAS_ListSlot(this); mArrayLists.insert(std::pair<RAS_DisplayArrayList, RAS_ListSlot*>(ms.m_displayArrays, localSlot)); } else { @@ -208,7 +208,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) void RAS_ListRasterizer::ReleaseAlloc() { - for(RAS_ArrayLists::iterator it = mArrayLists.begin();it != mArrayLists.end();++it) + for (RAS_ArrayLists::iterator it = mArrayLists.begin();it != mArrayLists.end();++it) delete it->second; mArrayLists.clear(); for (RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.begin();it != mDerivedMeshLists.end();++it) { @@ -228,10 +228,10 @@ void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms) { RAS_ListSlot* localSlot =0; - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot = FindOrAdd(ms); localSlot->DrawList(); - if(localSlot->End()) { + if (localSlot->End()) { // save slot here too, needed for replicas and object using same mesh // => they have the same vertexarray but different mesh slot ms.m_DisplayList = localSlot; @@ -244,7 +244,7 @@ void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms) else RAS_OpenGLRasterizer::IndexPrimitives(ms); - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot->EndList(); ms.m_DisplayList = localSlot; } @@ -255,11 +255,11 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) { RAS_ListSlot* localSlot =0; - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot = FindOrAdd(ms); localSlot->DrawList(); - if(localSlot->End()) { + if (localSlot->End()) { // save slot here too, needed for replicas and object using same mesh // => they have the same vertexarray but different mesh slot ms.m_DisplayList = localSlot; @@ -275,7 +275,7 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) else RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms); - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot->EndList(); ms.m_DisplayList = localSlot; } diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp index 7e9e3d9156c..b0c7b643f47 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp @@ -323,7 +323,7 @@ void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode) { m_drawingmode = drawingmode; - if(m_drawingmode == KX_WIREFRAME) + if (m_drawingmode == KX_WIREFRAME) glDisable(GL_CULL_FACE); } @@ -359,7 +359,7 @@ void RAS_OpenGLRasterizer::ClearCachingInfo(void) void RAS_OpenGLRasterizer::FlushDebugShapes() { - if(!m_debugShapes.size()) + if (!m_debugShapes.size()) return; // DrawDebugLines @@ -368,8 +368,8 @@ void RAS_OpenGLRasterizer::FlushDebugShapes() light= glIsEnabled(GL_LIGHTING); tex= glIsEnabled(GL_TEXTURE_2D); - if(light) glDisable(GL_LIGHTING); - if(tex) glDisable(GL_TEXTURE_2D); + if (light) glDisable(GL_LIGHTING); + if (tex) glDisable(GL_TEXTURE_2D); //draw lines glBegin(GL_LINES); @@ -423,8 +423,8 @@ void RAS_OpenGLRasterizer::FlushDebugShapes() glEnd(); } - if(light) glEnable(GL_LIGHTING); - if(tex) glEnable(GL_TEXTURE_2D); + if (light) glEnable(GL_LIGHTING); + if (tex) glEnable(GL_TEXTURE_2D); m_debugShapes.clear(); } @@ -513,7 +513,7 @@ RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode() bool RAS_OpenGLRasterizer::Stereo() { - if(m_stereomode > RAS_STEREO_NOSTEREO) // > 0 + if (m_stereomode > RAS_STEREO_NOSTEREO) // > 0 return true; else return false; @@ -624,17 +624,17 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, else glEnableClientState(GL_COLOR_ARRAY); - for(ms.begin(it); !ms.end(it); ms.next(it)) { + for (ms.begin(it); !ms.end(it); ms.next(it)) { RAS_TexVert *vertex; size_t i, j, numvert; numvert = it.array->m_type; - if(it.array->m_type == RAS_DisplayArray::LINE) { + if (it.array->m_type == RAS_DisplayArray::LINE) { // line drawing, no text glBegin(GL_LINES); - for(i=0; i<it.totindex; i+=2) + for (i=0; i<it.totindex; i+=2) { vertex = &it.vertex[it.index[i]]; glVertex3fv(vertex->getXYZ()); @@ -647,12 +647,12 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, } else { // triangle and quad text drawing - for(i=0; i<it.totindex; i+=numvert) + for (i=0; i<it.totindex; i+=numvert) { float v[4][3]; int glattrib, unit; - for(j=0; j<numvert; j++) { + for (j=0; j<numvert; j++) { vertex = &it.vertex[it.index[i+j]]; v[j][0] = vertex->getXYZ()[0]; @@ -662,9 +662,9 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, // find the right opengl attribute glattrib = -1; - if(GLEW_ARB_vertex_program) - for(unit=0; unit<m_attrib_num; unit++) - if(m_attrib[unit] == RAS_TEXCO_UV1) + if (GLEW_ARB_vertex_program) + for (unit=0; unit<m_attrib_num; unit++) + if (m_attrib[unit] == RAS_TEXCO_UV1) glattrib = unit; rendertools->RenderText(polymat->GetDrawingMode(), polymat, @@ -681,28 +681,28 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, void RAS_OpenGLRasterizer::SetTexCoordNum(int num) { m_texco_num = num; - if(m_texco_num > RAS_MAX_TEXCO) + if (m_texco_num > RAS_MAX_TEXCO) m_texco_num = RAS_MAX_TEXCO; } void RAS_OpenGLRasterizer::SetAttribNum(int num) { m_attrib_num = num; - if(m_attrib_num > RAS_MAX_ATTRIB) + if (m_attrib_num > RAS_MAX_ATTRIB) m_attrib_num = RAS_MAX_ATTRIB; } void RAS_OpenGLRasterizer::SetTexCoord(TexCoGen coords, int unit) { // this changes from material to material - if(unit < RAS_MAX_TEXCO) + if (unit < RAS_MAX_TEXCO) m_texco[unit] = coords; } void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit) { // this changes from material to material - if(unit < RAS_MAX_ATTRIB) + if (unit < RAS_MAX_ATTRIB) m_attrib[unit] = coords; } @@ -710,9 +710,9 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv) { int unit; - if(GLEW_ARB_multitexture) { - for(unit=0; unit<m_texco_num; unit++) { - if(tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) { + if (GLEW_ARB_multitexture) { + for (unit=0; unit<m_texco_num; unit++) { + if (tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) { glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2()); continue; } @@ -739,8 +739,8 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv) } } - if(GLEW_ARB_vertex_program) { - for(unit=0; unit<m_attrib_num; unit++) { + if (GLEW_ARB_vertex_program) { + for (unit=0; unit<m_attrib_num; unit++) { switch(m_attrib[unit]) { case RAS_TEXCO_ORCO: case RAS_TEXCO_GLOB: @@ -901,17 +901,17 @@ void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi) return; } // iterate over display arrays, each containing an index + vertex array - for(ms.begin(it); !ms.end(it); ms.next(it)) { + for (ms.begin(it); !ms.end(it); ms.next(it)) { RAS_TexVert *vertex; size_t i, j, numvert; numvert = it.array->m_type; - if(it.array->m_type == RAS_DisplayArray::LINE) { + if (it.array->m_type == RAS_DisplayArray::LINE) { // line drawing glBegin(GL_LINES); - for(i=0; i<it.totindex; i+=2) + for (i=0; i<it.totindex; i+=2) { vertex = &it.vertex[it.index[i]]; glVertex3fv(vertex->getXYZ()); @@ -924,26 +924,26 @@ void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi) } else { // triangle and quad drawing - if(it.array->m_type == RAS_DisplayArray::TRIANGLE) + if (it.array->m_type == RAS_DisplayArray::TRIANGLE) glBegin(GL_TRIANGLES); else glBegin(GL_QUADS); - for(i=0; i<it.totindex; i+=numvert) + for (i=0; i<it.totindex; i+=numvert) { - if(obcolor) + if (obcolor) glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]); - for(j=0; j<numvert; j++) { + for (j=0; j<numvert; j++) { vertex = &it.vertex[it.index[i+j]]; - if(!wireframe) { - if(!obcolor) + if (!wireframe) { + if (!obcolor) glColor4ubv((const GLubyte *)(vertex->getRGBA())); glNormal3fv(vertex->getNormal()); - if(multi) + if (multi) TexCoord(*vertex); else glTexCoord2fv(vertex->getUV1()); @@ -993,7 +993,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix( double mat[16]; // correction for stereo - if(Stereo()) + if (Stereo()) { float near_div_focallength; float offset; @@ -1062,7 +1062,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, m_viewmatrix = mat; // correction for stereo - if(Stereo() && perspective) + if (Stereo() && perspective) { MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention MT_Vector3 unitViewupVec(0.0, 0.0, 1.0); @@ -1192,7 +1192,7 @@ void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue) { /* don't just set m_motionblur to 1, but check if it is 0 so * we don't reset a motion blur that is already enabled */ - if(m_motionblur == 0) + if (m_motionblur == 0) m_motionblur = 1; m_motionblurvalue = motionblurvalue; } @@ -1207,26 +1207,26 @@ void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend) { GPU_set_material_alpha_blend(alphablend); /* - if(alphablend == m_last_alphablend) + if (alphablend == m_last_alphablend) return; - if(alphablend == GPU_BLEND_SOLID) { + if (alphablend == GPU_BLEND_SOLID) { glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } - else if(alphablend == GPU_BLEND_ADD) { + else if (alphablend == GPU_BLEND_ADD) { glBlendFunc(GL_ONE, GL_ONE); glEnable(GL_BLEND); glDisable(GL_ALPHA_TEST); } - else if(alphablend == GPU_BLEND_ALPHA) { + else if (alphablend == GPU_BLEND_ALPHA) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.0f); } - else if(alphablend == GPU_BLEND_CLIP) { + else if (alphablend == GPU_BLEND_CLIP) { glDisable(GL_BLEND); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.5f); @@ -1238,10 +1238,10 @@ void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend) void RAS_OpenGLRasterizer::SetFrontFace(bool ccw) { - if(m_last_frontface == ccw) + if (m_last_frontface == ccw) return; - if(ccw) + if (ccw) glFrontFace(GL_CCW); else glFrontFace(GL_CW); diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp index 06f3d129e7a..ff24bd639ba 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp @@ -116,18 +116,18 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms) return; } - if(!wireframe) + if (!wireframe) glEnableClientState(GL_TEXTURE_COORD_ARRAY); // use glDrawElements to draw each vertexarray - for(ms.begin(it); !ms.end(it); ms.next(it)) { - if(it.totindex == 0) + for (ms.begin(it); !ms.end(it); ms.next(it)) { + if (it.totindex == 0) continue; // drawing mode - if(it.array->m_type == RAS_DisplayArray::TRIANGLE) + if (it.array->m_type == RAS_DisplayArray::TRIANGLE) drawmode = GL_TRIANGLES; - else if(it.array->m_type == RAS_DisplayArray::QUAD) + else if (it.array->m_type == RAS_DisplayArray::QUAD) drawmode = GL_QUADS; else drawmode = GL_LINES; @@ -150,9 +150,9 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms) glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ()); glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal()); - if(!wireframe) { + if (!wireframe) { glTexCoordPointer(2, GL_FLOAT, stride, it.vertex->getUV1()); - if(glIsEnabled(GL_COLOR_ARRAY)) + if (glIsEnabled(GL_COLOR_ARRAY)) glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA()); } @@ -160,7 +160,7 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms) glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index); } - if(!wireframe) { + if (!wireframe) { glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } @@ -179,18 +179,18 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) return; } - if(!wireframe) + if (!wireframe) EnableTextures(true); // use glDrawElements to draw each vertexarray - for(ms.begin(it); !ms.end(it); ms.next(it)) { - if(it.totindex == 0) + for (ms.begin(it); !ms.end(it); ms.next(it)) { + if (it.totindex == 0) continue; // drawing mode - if(it.array->m_type == RAS_DisplayArray::TRIANGLE) + if (it.array->m_type == RAS_DisplayArray::TRIANGLE) drawmode = GL_TRIANGLES; - else if(it.array->m_type == RAS_DisplayArray::QUAD) + else if (it.array->m_type == RAS_DisplayArray::QUAD) drawmode = GL_QUADS; else drawmode = GL_LINES; @@ -213,9 +213,9 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ()); glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal()); - if(!wireframe) { + if (!wireframe) { TexCoordPtr(it.vertex); - if(glIsEnabled(GL_COLOR_ARRAY)) + if (glIsEnabled(GL_COLOR_ARRAY)) glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA()); } @@ -223,7 +223,7 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index); } - if(!wireframe) { + if (!wireframe) { glDisableClientState(GL_COLOR_ARRAY); EnableTextures(false); } @@ -236,12 +236,12 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv) * materials can still be used and cause crashes */ int unit; - if(GLEW_ARB_multitexture) + if (GLEW_ARB_multitexture) { - for(unit=0; unit<m_texco_num; unit++) + for (unit=0; unit<m_texco_num; unit++) { glClientActiveTextureARB(GL_TEXTURE0_ARB+unit); - if(tv->getFlag() & RAS_TexVert::SECOND_UV && (int)tv->getUnit() == unit) { + if (tv->getFlag() & RAS_TexVert::SECOND_UV && (int)tv->getUnit() == unit) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert), tv->getUV2()); continue; @@ -272,8 +272,8 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv) glClientActiveTextureARB(GL_TEXTURE0_ARB); } - if(GLEW_ARB_vertex_program) { - for(unit=0; unit<m_attrib_num; unit++) { + if (GLEW_ARB_vertex_program) { + for (unit=0; unit<m_attrib_num; unit++) { switch(m_attrib[unit]) { case RAS_TEXCO_ORCO: case RAS_TEXCO_GLOB: @@ -308,7 +308,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) /* we cache last texcoords and attribs to ensure we disable the ones that * were actually last set */ - if(enable) { + if (enable) { texco = m_texco; texco_num = m_texco_num; attrib = m_attrib; @@ -326,8 +326,8 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) attrib_num = m_last_attrib_num; } - if(GLEW_ARB_multitexture) { - for(unit=0; unit<texco_num; unit++) { + if (GLEW_ARB_multitexture) { + for (unit=0; unit<texco_num; unit++) { glClientActiveTextureARB(GL_TEXTURE0_ARB+unit); switch(texco[unit]) @@ -338,7 +338,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) case RAS_TEXCO_NORM: case RAS_TEXTANGENT: case RAS_TEXCO_UV2: - if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY); + if (enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY); else glDisableClientState(GL_TEXTURE_COORD_ARRAY); break; default: @@ -350,14 +350,14 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) glClientActiveTextureARB(GL_TEXTURE0_ARB); } else { - if(texco_num) { - if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY); + if (texco_num) { + if (enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY); else glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } - if(GLEW_ARB_vertex_program) { - for(unit=0; unit<attrib_num; unit++) { + if (GLEW_ARB_vertex_program) { + for (unit=0; unit<attrib_num; unit++) { switch(attrib[unit]) { case RAS_TEXCO_ORCO: case RAS_TEXCO_GLOB: @@ -366,7 +366,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) case RAS_TEXTANGENT: case RAS_TEXCO_UV2: case RAS_TEXCO_VCOL: - if(enable) glEnableVertexAttribArrayARB(unit); + if (enable) glEnableVertexAttribArrayARB(unit); else glDisableVertexAttribArrayARB(unit); break; default: @@ -376,7 +376,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable) } } - if(!enable) { + if (!enable) { m_last_texco_num = 0; m_last_attrib_num = 0; } |