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.
This commit is contained in:
Brecht Van Lommel
2008-07-10 12:47:20 +00:00
parent 3d7358539d
commit 99fdf27af9
42 changed files with 762 additions and 751 deletions

View File

@@ -52,9 +52,7 @@ public:
virtual void IndexPrimitives(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
DrawMode mode,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot
@@ -63,9 +61,7 @@ public:
virtual void IndexPrimitivesMulti(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
DrawMode mode,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot