void RAS_OpenGLRasterizer::Exit()
{
-
m_storage->Exit();
glEnable(GL_CULL_FACE);
if (light) glDisable(GL_LIGHTING);
if (tex) glDisable(GL_TEXTURE_2D);
- //draw lines
+ // draw lines
glBegin(GL_LINES);
for (unsigned int i = 0; i < debugShapes.size(); i++) {
if (debugShapes[i].m_type != OglDebugShape::LINE)
}
glEnd();
- //draw circles
+ // draw circles
for (unsigned int i = 0; i < debugShapes.size(); i++) {
if (debugShapes[i].m_type != OglDebugShape::CIRCLE)
continue;
void RAS_OpenGLRasterizer::DrawDerivedMesh(class RAS_MeshSlot &ms)
{
- // mesh data is in derived mesh,
+ // mesh data is in derived mesh
current_bucket = ms.m_bucket;
current_polymat = current_bucket->GetPolyMaterial();
current_ms = &ms;
float matrix[16];
/* Get into argument. Looks a bit dodgy, but it's ok. */
mat.getValue(matrix);
- /* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
glLoadMatrixf(matrix);
- m_camortho= (mat[3][3] != 0.0f);
+ m_camortho = (mat[3][3] != 0.0f);
}
MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
}
// leave bottom and top untouched
if (m_stereomode == RAS_STEREO_3DTVTOPBOTTOM) {
- // restore the vertical frustrum because the 3DTV will
- // expande the top and bottom part to the full size of the screen
+ // restore the vertical frustum because the 3DTV will
+ // expand the top and bottom part to the full size of the screen
bottom *= 2.0f;
top *= 2.0f;
}
MT_Matrix4x4 result;
float mat[16];
- // stereo is meaning less for orthographic, disable it
+ // stereo is meaningless for orthographic, disable it
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(left, right, bottom, top, frustnear, frustfar);
float maat[16] = {left[0], left[1], left[2], 0,
dir[0], dir[1], dir[2], 0,
- resultnormal[0], resultnormal[1], resultnormal[2], 0,
- 0, 0, 0, 1};
+ resultnormal[0], resultnormal[1], resultnormal[2], 0,
+ 0, 0, 0, 1};
glTranslatef(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
//glMultMatrixd(oglmatrix);
yco = height - yco;
int barsize = 50;
- /* draw in black first*/
+ /* draw in black first */
glColor3ub(0, 0, 0);
glBegin(GL_QUADS);
glVertex2f(xco + 1 + 1 + barsize * percentage, yco - 1 + 10);
BLF_enable(fontid, BLF_MATRIX|BLF_ASPECT);
BLF_matrix(fontid, mat);
- /* aspect is the inverse scale that allows you to increase */
- /* your resolution without sizing the final text size */
- /* the bigger the size, the smaller the aspect */
+ /* aspect is the inverse scale that allows you to increase
+ * your resolution without sizing the final text size
+ * the bigger the size, the smaller the aspect */
BLF_aspect(fontid, aspect, aspect, aspect);
BLF_size(fontid, size, dpi);
glLoadIdentity();
if (mode == RAS_TEXT_PADDED) {
- /* draw in black first*/
+ /* draw in black first */
glColor3ub(0, 0, 0);
BLF_size(blf_mono_font, 11, 72);
BLF_position(blf_mono_font, (float)xco+1, (float)(height-yco-1), 0.0f);
motionblurvalue = GetMotionBlurValue();
if (state==1)
{
- //bugfix:load color buffer into accum buffer for the first time(state=1)
+ // bugfix:load color buffer into accum buffer for the first time(state=1)
glAccum(GL_LOAD, 1.0f);
SetMotionBlurState(2);
}