From c9b4585618ea72f61c4671d4734c9e48b6ce6745 Mon Sep 17 00:00:00 2001 From: Kester Maddock Date: Wed, 30 Jun 2004 13:41:19 +0000 Subject: Switch to using floats instead of shorts for normal data - they're supposed to be faster. Also use shorts instead of ints for the index data, since index arrays are limited anyhow. --- source/gameengine/Converter/BL_SkinMeshObject.h | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) (limited to 'source/gameengine/Converter/BL_SkinMeshObject.h') diff --git a/source/gameengine/Converter/BL_SkinMeshObject.h b/source/gameengine/Converter/BL_SkinMeshObject.h index 2690bd2e3a1..d7539031b35 100644 --- a/source/gameengine/Converter/BL_SkinMeshObject.h +++ b/source/gameengine/Converter/BL_SkinMeshObject.h @@ -142,12 +142,7 @@ public: const unsigned int rgbacolor, const MT_Vector3& normal, int defnr, bool flat, RAS_IPolyMaterial* mat) { - short newnormal[3]; - newnormal[0]=(short)(normal[0] * 32767.0); - newnormal[1]=(short)(normal[1] * 32767.0); - newnormal[2]=(short)(normal[2] * 32767.0); - - RAS_TexVert tempvert(xyz,uv,rgbacolor,newnormal,flat ? TV_CALCFACENORMAL : 0); + RAS_TexVert tempvert(xyz,uv,rgbacolor,normal,flat ? TV_CALCFACENORMAL : 0); // KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); -- cgit v1.2.3