[Bf-blender-cvs] [f3434e5] master: BGE Cleanup: remove dead code for collide, visible and twoside variables

Jorge Bernal noreply at git.blender.org
Fri Jun 5 02:30:34 CEST 2015


Commit: f3434e5f827c651be10fdc4be2a008ac790980ea
Author: Jorge Bernal
Date:   Fri Jun 5 02:24:23 2015 +0200
Branches: master
https://developer.blender.org/rBf3434e5f827c651be10fdc4be2a008ac790980ea

BGE Cleanup: remove dead code for collide, visible and twoside variables

As material is not NULL at this stage there is no need to do a NULL
check. Also to remove dead code

Reviewers: dfelinto, panzergame, hg1, moguri

Reviewed By: panzergame, hg1, moguri

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1330

===================================================================

M	source/gameengine/Converter/BL_BlenderDataConversion.cpp

===================================================================

diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 3fc0215..3da0863 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -995,7 +995,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
 	meshobj->m_sharedvertex_map.resize(totvert);
 
 	Material* ma = 0;
-	bool collider = true;
 	MT_Point2 uvs[4][RAS_TexVert::MAX_UNIT];
 	unsigned int rgb[4] = {0};
 
@@ -1071,23 +1070,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
 		}
 
 		{
-			bool visible = true;
-			bool twoside = false;
 
 			RAS_MaterialBucket* bucket = material_from_mesh(ma, mface, tface, mcol, layers, lightlayer, rgb, uvs, tfaceName, scene, converter);
 
 			// set render flags
-			if (ma)
-			{
-				visible = ((ma->game.flag & GEMAT_INVISIBLE)==0);
-				twoside = ((ma->game.flag  & GEMAT_BACKCULL)==0);
-				collider = ((ma->game.flag & GEMAT_NOPHYSICS)==0);
-			}
-			else {
-				visible = true;
-				twoside = false;
-				collider = true;
-			}
+			bool visible = ((ma->game.flag & GEMAT_INVISIBLE)==0);
+			bool twoside = ((ma->game.flag  & GEMAT_BACKCULL)==0);
+			bool collider = ((ma->game.flag & GEMAT_NOPHYSICS)==0);
 
 			/* mark face as flat, so vertices are split */
 			bool flat = (mface->flag & ME_SMOOTH) == 0;




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