remove minor differences between these 2 files which are almost exact duplicates...
authorCampbell Barton <ideasman42@gmail.com>
Mon, 7 Oct 2013 12:12:59 +0000 (12:12 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Mon, 7 Oct 2013 12:12:59 +0000 (12:12 +0000)
source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
source/gameengine/GamePlayer/common/GPC_RenderTools.cpp

index 2776c4ed0db0d25f5ac427bbe819af79c87e8dd9..bcc62a341f8e4ea33d545f30277bce127540c66a 100644 (file)
@@ -211,7 +211,7 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
                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 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
 
                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 @@ void KX_BlenderRenderTools::RenderText(
        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;
index e8c29d5aa4f87a8a0f24da178f8201617f710757..1ba848a344c82e31f6dfb706784585e6bca9fd3d 100644 (file)
@@ -66,9 +66,7 @@ unsigned int GPC_RenderTools::m_numgllights;
 
 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 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in
                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 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in
                {
                        // 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 @@ void GPC_RenderTools::RenderText(
        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 @@ void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
                        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);