Sync with Apricot Game Engine
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
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@@ -52,9 +52,7 @@ public:
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virtual void IndexPrimitives(
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const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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int mode,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools,
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DrawMode mode,
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bool useObjectColor,
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const MT_Vector4& rgbacolor,
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class KX_ListSlot** slot
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@@ -63,9 +61,7 @@ public:
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virtual void IndexPrimitivesMulti(
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const vecVertexArray& vertexarrays,
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const vecIndexArrays & indexarrays,
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int mode,
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class RAS_IPolyMaterial* polymat,
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class RAS_IRenderTools* rendertools,
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DrawMode mode,
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bool useObjectColor,
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const MT_Vector4& rgbacolor,
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class KX_ListSlot** slot
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