[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [60586] trunk/blender/source/gameengine: remove minor differences between these 2 files which are almost exact duplicates (tsk tsk!)
Campbell Barton
ideasman42 at gmail.com
Mon Oct 7 14:12:59 CEST 2013
Revision: 60586
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=60586
Author: campbellbarton
Date: 2013-10-07 12:12:59 +0000 (Mon, 07 Oct 2013)
Log Message:
-----------
remove minor differences between these 2 files which are almost exact duplicates (tsk tsk!)
Modified Paths:
--------------
trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
Modified: trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp 2013-10-07 11:51:59 UTC (rev 60585)
+++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp 2013-10-07 12:12:59 UTC (rev 60586)
@@ -211,7 +211,7 @@
MT_Vector3 dir = (campos - objpos).safe_normalized();
MT_Vector3 up(0,0,1.0);
- KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
+ KX_GameObject* gameobj = (KX_GameObject *)this->m_clientobject;
// get scaling of halo object
MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
@@ -241,14 +241,13 @@
glTranslated(objpos[0],objpos[1],objpos[2]);
glMultMatrixd(maat);
-
}
else {
if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
{
// shadow must be cast to the ground, physics system needed here!
MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
+ KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject;
MT_Vector3 direction = MT_Vector3(0,0,-1);
direction.normalize();
@@ -328,7 +327,7 @@
RAS_IPolyMaterial* polymat,
float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
{
- const STR_String& mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
+ const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
const unsigned int flag = polymat->GetFlag();
struct MTFace* tface = 0;
Modified: trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
===================================================================
--- trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp 2013-10-07 11:51:59 UTC (rev 60585)
+++ trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp 2013-10-07 12:12:59 UTC (rev 60586)
@@ -66,9 +66,7 @@
GPC_RenderTools::GPC_RenderTools()
{
-// XXX m_font = BMF_GetFont(BMF_kHelvetica10);
-
- glGetIntegerv(GL_MAX_LIGHTS, (GLint*) &m_numgllights);
+ glGetIntegerv(GL_MAX_LIGHTS, (GLint *) &m_numgllights);
if (m_numgllights < 8)
m_numgllights = 8;
}
@@ -220,7 +218,7 @@
MT_Vector3 dir = (campos - objpos).safe_normalized();
MT_Vector3 up(0,0,1.0);
- KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
+ KX_GameObject* gameobj = (KX_GameObject *)this->m_clientobject;
// get scaling of halo object
MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
@@ -256,7 +254,7 @@
{
// shadow must be cast to the ground, physics system needed here!
MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
+ KX_GameObject *gameobj = (KX_GameObject *)this->m_clientobject;
MT_Vector3 direction = MT_Vector3(0,0,-1);
direction.normalize();
@@ -490,7 +488,7 @@
RAS_IPolyMaterial* polymat,
float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
{
- STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
+ const STR_String &mytext = ((CValue *)m_clientobject)->GetPropertyText("Text");
const unsigned int flag = polymat->GetFlag();
struct MTFace* tface = 0;
@@ -562,8 +560,7 @@
glAccum(GL_LOAD, 1.0);
rasterizer->SetMotionBlurState(2);
}
- else if (motionblurvalue>=0.0 && motionblurvalue<=1.0)
- {
+ else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
glAccum(GL_MULT, motionblurvalue);
glAccum(GL_ACCUM, 1-motionblurvalue);
glAccum(GL_RETURN, 1.0);
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