style cleanup: comment format
This commit is contained in:
@@ -154,11 +154,11 @@ SetViewPort(
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int x1, int y1,
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int x2, int y2
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) {
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/* x1 and y1 are the min pixel coordinate (e.g. 0)
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x2 and y2 are the max pixel coordinate
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the width,height is calculated including both pixels
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therefore: max - min + 1
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*/
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/* x1 and y1 are the min pixel coordinate (e.g. 0)
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* x2 and y2 are the max pixel coordinate
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* the width,height is calculated including both pixels
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* therefore: max - min + 1
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*/
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int vp_width = (x2 - x1) + 1;
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int vp_height = (y2 - y1) + 1;
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int minx = m_frame_rect.GetLeft();
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@@ -58,8 +58,9 @@ struct wmWindow;
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class KX_BlenderCanvas : public RAS_ICanvas
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{
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private:
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/** Rect that defines the area used for rendering,
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relative to the context */
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/**
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* Rect that defines the area used for rendering,
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* relative to the context */
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RAS_Rect m_displayarea;
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int m_viewport[4];
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@@ -49,8 +49,8 @@ KX_BlenderKeyboardDevice::~KX_BlenderKeyboardDevice()
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}
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/**
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IsPressed gives boolean information about keyboard status, true if pressed, false if not
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*/
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* IsPressed gives boolean information about keyboard status, true if pressed, false if not
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*/
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bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
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{
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@@ -64,11 +64,11 @@ bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputco
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return m_eventStatusTables[m_currentTable][inputcode];
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}
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*/
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/**
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NextFrame toggles currentTable with previousTable,
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and copy relevant event information from previous to current
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(pressed keys need to be remembered)
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*/
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/**
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* NextFrame toggles currentTable with previousTable,
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* and copy relevant event information from previous to current
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* (pressed keys need to be remembered)
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*/
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void KX_BlenderKeyboardDevice::NextFrame()
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{
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SCA_IInputDevice::NextFrame();
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@@ -87,13 +87,11 @@ void KX_BlenderKeyboardDevice::NextFrame()
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}
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}
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/**
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ConvertBlenderEvent translates blender keyboard events into ketsji kbd events
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extra event information is stored, like ramp-mode (just released/pressed)
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/**
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* ConvertBlenderEvent translates blender keyboard events into ketsji kbd events
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* extra event information is stored, like ramp-mode (just released/pressed)
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*/
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bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode,short val)
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bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode, short val)
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{
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bool result = false;
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@@ -46,8 +46,8 @@ KX_BlenderMouseDevice::~KX_BlenderMouseDevice()
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}
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/**
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IsPressed gives boolean information about mouse status, true if pressed, false if not
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*/
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* IsPressed gives boolean information about mouse status, true if pressed, false if not
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*/
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bool KX_BlenderMouseDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
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{
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@@ -62,11 +62,11 @@ bool KX_BlenderMouseDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
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}
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*/
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/**
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NextFrame toggles currentTable with previousTable,
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and copy relevant event information from previous to current
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(pressed keys need to be remembered)
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*/
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/**
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* NextFrame toggles currentTable with previousTable,
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* and copy relevant event information from previous to current
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* (pressed keys need to be remembered)
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*/
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void KX_BlenderMouseDevice::NextFrame()
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{
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SCA_IInputDevice::NextFrame();
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@@ -104,13 +104,11 @@ void KX_BlenderMouseDevice::NextFrame()
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}
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/**
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ConvertBlenderEvent translates blender mouse events into ketsji kbd events
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extra event information is stored, like ramp-mode (just released/pressed)
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*/
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bool KX_BlenderMouseDevice::ConvertBlenderEvent(unsigned short incode,short val)
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/**
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* ConvertBlenderEvent translates blender mouse events into ketsji kbd events
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* extra event information is stored, like ramp-mode (just released/pressed)
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*/
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bool KX_BlenderMouseDevice::ConvertBlenderEvent(unsigned short incode, short val)
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{
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bool result = false;
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|
@@ -933,7 +933,7 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace
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if (ma) {
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alpha_blend = ma->game.alpha_blend;
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/* Commented out for now. If we ever get rid of
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* "Texture Face/Singletexture" we can then think about it */
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* "Texture Face/Singletexture" we can then think about it */
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/* Texture Face mode ignores texture but requires "Face Textures to be True "*/
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#if 0
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@@ -30,9 +30,9 @@
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CEmptyValue::CEmptyValue()
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/*
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pre:
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effect: constructs a new CEmptyValue
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*/
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* pre:
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* effect: constructs a new CEmptyValue
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*/
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{
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SetModified(false);
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}
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@@ -41,9 +41,9 @@ effect: constructs a new CEmptyValue
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CEmptyValue::~CEmptyValue()
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/*
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pre:
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effect: deletes the object
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*/
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* pre:
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* effect: deletes the object
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*/
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{
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}
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@@ -52,10 +52,10 @@ effect: deletes the object
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CValue * CEmptyValue::Calc(VALUE_OPERATOR op, CValue * val)
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/*
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pre:
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ret: a new object containing the result of applying operator op to this
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object and val
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*/
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* pre:
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* ret: a new object containing the result of applying operator op to this
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* object and val
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*/
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{
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return val->CalcFinal(VALUE_EMPTY_TYPE, op, this);
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@@ -65,10 +65,10 @@ object and val
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CValue * CEmptyValue::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue * val)
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/*
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pre: the type of val is dtype
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ret: a new object containing the result of applying operator op to val and
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this object
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*/
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* pre: the type of val is dtype
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* ret: a new object containing the result of applying operator op to val and
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* this object
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*/
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{
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return val->AddRef();
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}
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@@ -43,7 +43,7 @@
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* Center for the Neural Basis of Cognition (CNBC)
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* http://www.python.org/doc/PyCPP.html
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*
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------------------------------*/
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* ----------------------------- */
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#include <stdlib.h>
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#include <stddef.h>
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@@ -103,7 +103,7 @@ void PyObjectPlus::InvalidateProxy() // check typename of each parent
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/*------------------------------
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* PyObjectPlus Type -- Every class, even the abstract one should have a Type
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------------------------------*/
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* ----------------------------- */
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PyTypeObject PyObjectPlus::Type = {
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@@ -217,8 +217,8 @@ PyObject *PyObjectPlus::py_base_new(PyTypeObject *type, PyObject *args, PyObject
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}
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/**
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* \param self A PyObjectPlus_Proxy
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*/
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* \param self A PyObjectPlus_Proxy
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*/
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void PyObjectPlus::py_base_dealloc(PyObject *self) // python wrapper
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{
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#ifdef USE_WEAKREFS
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@@ -269,7 +269,7 @@ public:
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KX_MAX_KEYS
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} ; // enum
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}; // enum
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protected:
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@@ -301,17 +301,18 @@ public:
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virtual void HookEscape();
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/* Next frame: we calculate the new key states. This goes as follows:
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*
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* KX_NO_INPUTSTATUS -> KX_NO_INPUTSTATUS
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* KX_JUSTACTIVATED -> KX_ACTIVE
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* KX_ACTIVE -> KX_ACTIVE
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* KX_JUSTRELEASED -> KX_NO_INPUTSTATUS
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*
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* Getting new events provides the
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* KX_NO_INPUTSTATUS->KX_JUSTACTIVATED and
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* KX_ACTIVE->KX_JUSTRELEASED transitions.
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*/
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/**
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* Next frame: we calculate the new key states. This goes as follows:
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*
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* KX_NO_INPUTSTATUS -> KX_NO_INPUTSTATUS
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* KX_JUSTACTIVATED -> KX_ACTIVE
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* KX_ACTIVE -> KX_ACTIVE
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* KX_JUSTRELEASED -> KX_NO_INPUTSTATUS
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*
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* Getting new events provides the
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* KX_NO_INPUTSTATUS->KX_JUSTACTIVATED and
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* KX_ACTIVE->KX_JUSTRELEASED transitions.
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*/
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virtual void NextFrame();
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@@ -52,7 +52,7 @@ using namespace std;
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typedef std::list<class SCA_IController*> controllerlist;
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typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
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/**
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/**
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* This manager handles sensor, controllers and actuators.
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* logic executes each frame the following way:
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* find triggering sensors
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@@ -63,7 +63,7 @@ typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
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* clear triggering sensors
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* clear triggered controllers
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* (actuators may be active during a longer timeframe)
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*/
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*/
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#include "SCA_ILogicBrick.h"
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#include "SCA_IActuator.h"
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@@ -117,8 +117,8 @@ public:
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void RemoveGameObject(const STR_String& gameobjname);
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/**
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* remove Logic Bricks from the running logicmanager
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*/
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* remove Logic Bricks from the running logicmanager
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*/
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void RemoveSensor(SCA_ISensor* sensor);
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void RemoveController(SCA_IController* controller);
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void RemoveActuator(SCA_IActuator* actuator);
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@@ -178,23 +178,15 @@ bool SCA_RandomActuator::Update()
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case KX_RANDOMACT_FLOAT_NORMAL: {
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/* normal (big numbers): para1 = mean, para2 = std dev */
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/*
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070301 - nzc - Changed the termination condition. I think I
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made a small mistake here, but it only affects distro's where
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the seed equals 0. In that case, the algorithm locks. Let's
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just guard that case separately.
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*/
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/* 070301 - nzc: Changed the termination condition. I think I
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* made a small mistake here, but it only affects distro's where
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* the seed equals 0. In that case, the algorithm locks. Let's
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* just guard that case separately.
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*/
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float x = 0.0, y = 0.0, s = 0.0, t = 0.0;
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if (m_base->GetSeed() == 0) {
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/*
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070301 - nzc
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Just taking the mean here seems reasonable.
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*/
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/* 070301 - nzc: Just taking the mean here seems reasonable. */
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tmpval = new CFloatValue(m_parameter1);
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}
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else {
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|
@@ -258,10 +258,10 @@ static void usage(const char* program, bool isBlenderPlayer)
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static void get_filename(int argc, char **argv, char *filename)
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{
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#ifdef __APPLE__
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/* On Mac we park the game file (called game.blend) in the application bundle.
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* The executable is located in the bundle as well.
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* Therefore, we can locate the game relative to the executable.
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*/
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/* On Mac we park the game file (called game.blend) in the application bundle.
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* The executable is located in the bundle as well.
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* Therefore, we can locate the game relative to the executable.
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*/
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int srclen = ::strlen(argv[0]);
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int len = 0;
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char *gamefile = NULL;
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@@ -471,7 +471,7 @@ int main(int argc, char** argv)
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break;
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case SCREEN_SAVER_MODE_PASSWORD:
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/* This is W95 only, which we currently do not support.
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Fall-back to normal screen saver behavior in that case... */
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* Fall-back to normal screen saver behavior in that case... */
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case SCREEN_SAVER_MODE_SAVER:
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fullScreen = true;
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fullScreenParFound = true;
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|
@@ -501,8 +501,8 @@ public:
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void SetUserCollisionGroup(short filter);
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void SetUserCollisionMask(short mask);
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/**
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* Extra broadphase check for user controllable collisions
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*/
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* Extra broadphase check for user controllable collisions
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*/
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bool CheckCollision(KX_GameObject *other);
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/**
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|
@@ -45,8 +45,8 @@ public:
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virtual ~NG_LoopBackNetworkDeviceInterface();
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/**
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* Clear message buffer
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*/
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* Clear message buffer
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*/
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virtual void NextFrame();
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bool Connect(char *address, unsigned int port, char *password,
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|
@@ -49,16 +49,16 @@ public:
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virtual void NextFrame()=0;
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/**
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* Mark network connection online
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*/
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* Mark network connection online
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*/
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void Online(void) { m_online = true; }
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/**
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* Mark network connection offline
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*/
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* Mark network connection offline
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*/
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void Offline(void) { m_online = false; }
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/**
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* Is the network connection established ?
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*/
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* Is the network connection established ?
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*/
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bool IsOnline(void) { return m_online; }
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virtual bool Connect(char *address, unsigned int port, char *password,
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@@ -67,9 +67,9 @@ public:
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virtual void SendNetworkMessage(NG_NetworkMessage* msg)=0;
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/**
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* read NG_NetworkMessage from library buffer, may be
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* irrelevant for loopbackdevices
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*/
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* read NG_NetworkMessage from library buffer, may be
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* irrelevant for loopbackdevices
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*/
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virtual std::vector<NG_NetworkMessage*> RetrieveNetworkMessages()=0;
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|
@@ -123,8 +123,8 @@ public:
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}
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/**
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* get the unique Network Message ID
|
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*/
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* get the unique Network Message ID
|
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*/
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int GetMessageID() {
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return m_uniqueMessageID;
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}
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|
@@ -675,9 +675,9 @@ CcdPhysicsController::~CcdPhysicsController()
|
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}
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/**
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SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
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*/
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/**
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* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
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*/
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bool CcdPhysicsController::SynchronizeMotionStates(float time)
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{
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//sync non-static to motionstate, and static from motionstate (todo: add kinematic etc.)
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@@ -760,8 +760,8 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
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}
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/**
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WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
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*/
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* WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
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*/
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void CcdPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)
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{
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|
@@ -503,12 +503,12 @@ protected:
|
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|
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|
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/**
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SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
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*/
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* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
||||
*/
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virtual bool SynchronizeMotionStates(float time);
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/**
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WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
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*/
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* WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
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*/
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virtual void WriteMotionStateToDynamics(bool nondynaonly);
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virtual void WriteDynamicsToMotionState();
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|
@@ -41,10 +41,10 @@ class PHY_IPhysicsEnvironment;
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#endif
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/**
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PHY_IController is the abstract simplified Interface to objects
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controlled by the physics engine. This includes the physics objects
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and the graphics object for view frustrum and occlusion culling.
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*/
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* PHY_IController is the abstract simplified Interface to objects
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* controlled by the physics engine. This includes the physics objects
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* and the graphics object for view frustrum and occlusion culling.
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*/
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class PHY_IController
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{
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public:
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|
@@ -36,16 +36,16 @@
|
||||
|
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/**
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PHY_IPhysicsController is the abstract simplified Interface to a physical object.
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It contains the IMotionState and IDeformableMesh Interfaces.
|
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*/
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* PHY_IPhysicsController is the abstract simplified Interface to a physical object.
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* It contains the IMotionState and IDeformableMesh Interfaces.
|
||||
*/
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class PHY_IGraphicController : public PHY_IController
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||||
{
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||||
public:
|
||||
virtual ~PHY_IGraphicController();
|
||||
/**
|
||||
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
||||
*/
|
||||
* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
||||
*/
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||||
virtual bool SetGraphicTransform()=0;
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||||
virtual void Activate(bool active=true)=0;
|
||||
virtual void setLocalAabb(const PHY__Vector3& aabbMin,const PHY__Vector3& aabbMax)=0;
|
||||
|
@@ -37,9 +37,9 @@
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||||
#endif
|
||||
|
||||
/**
|
||||
PHY_IMotionState is the Interface to explicitly synchronize the world transformation.
|
||||
Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided.
|
||||
*/
|
||||
* PHY_IMotionState is the Interface to explicitly synchronize the world transformation.
|
||||
* Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided.
|
||||
*/
|
||||
class PHY_IMotionState
|
||||
|
||||
{
|
||||
|
@@ -38,21 +38,21 @@ class PHY_IMotionState;
|
||||
class PHY_IPhysicsEnvironment;
|
||||
|
||||
/**
|
||||
PHY_IPhysicsController is the abstract simplified Interface to a physical object.
|
||||
It contains the IMotionState and IDeformableMesh Interfaces.
|
||||
*/
|
||||
* PHY_IPhysicsController is the abstract simplified Interface to a physical object.
|
||||
* It contains the IMotionState and IDeformableMesh Interfaces.
|
||||
*/
|
||||
class PHY_IPhysicsController : public PHY_IController
|
||||
{
|
||||
|
||||
public:
|
||||
virtual ~PHY_IPhysicsController();
|
||||
/**
|
||||
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
||||
*/
|
||||
* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
||||
*/
|
||||
virtual bool SynchronizeMotionStates(float time)=0;
|
||||
/**
|
||||
WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
||||
*/
|
||||
* WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
||||
*/
|
||||
|
||||
virtual void WriteMotionStateToDynamics(bool nondynaonly)=0;
|
||||
virtual void WriteDynamicsToMotionState()=0;
|
||||
|
@@ -33,9 +33,10 @@
|
||||
#include "PHY_IPhysicsEnvironment.h"
|
||||
|
||||
/**
|
||||
* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
|
||||
* A derived class may be able to 'construct' entities by loading and/or converting
|
||||
*/
|
||||
* Physics Environment takes care of stepping the simulation and is a container for physics entities
|
||||
* (rigidbodies,constraints, materials etc.)
|
||||
* A derived class may be able to 'construct' entities by loading and/or converting
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
@@ -96,9 +96,10 @@ public:
|
||||
};
|
||||
|
||||
/**
|
||||
* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
|
||||
* A derived class may be able to 'construct' entities by loading and/or converting
|
||||
*/
|
||||
* Physics Environment takes care of stepping the simulation and is a container for physics entities
|
||||
* (rigidbodies,constraints, materials etc.)
|
||||
* A derived class may be able to 'construct' entities by loading and/or converting
|
||||
*/
|
||||
class PHY_IPhysicsEnvironment
|
||||
{
|
||||
public:
|
||||
|
@@ -177,8 +177,8 @@ public:
|
||||
virtual void Replace_IScene(SCA_IScene *val) {} /* overridden by KX_BlenderMaterial */
|
||||
|
||||
/**
|
||||
* \return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode).
|
||||
*/
|
||||
* \return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode).
|
||||
*/
|
||||
int ConvertFaceMode(struct GameSettings *game, bool image) const;
|
||||
|
||||
/*
|
||||
|
@@ -117,8 +117,9 @@ protected:
|
||||
/** Stores the caching information for the last material activated. */
|
||||
RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
|
||||
|
||||
/** Making use of a Strategy desing pattern for storage behavior.
|
||||
Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
|
||||
/**
|
||||
* Making use of a Strategy desing pattern for storage behavior.
|
||||
* Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
|
||||
int m_storage_type;
|
||||
RAS_IStorage* m_storage;
|
||||
RAS_IStorage* m_failsafe_storage; //So derived mesh can use immediate mode
|
||||
|
@@ -29,7 +29,7 @@
|
||||
/** \file SG_ParentRelation.h
|
||||
* \ingroup bgesg
|
||||
* \page SG_ParentRelationPage SG_ParentRelation
|
||||
|
||||
*
|
||||
* \section SG_ParentRelationSection SG_ParentRelation
|
||||
*
|
||||
* This is an abstract interface class to the Scene Graph library.
|
||||
@@ -48,7 +48,7 @@
|
||||
* should not be value types and should be allocated on the heap.
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#ifndef __SG_PARENTRELATION_H__
|
||||
#define __SG_PARENTRELATION_H__
|
||||
|
||||
|
@@ -1022,7 +1022,7 @@ AVFrame *VideoFFmpeg::grabFrame(long position)
|
||||
AVFrame * input = m_frame;
|
||||
|
||||
/* This means the data wasnt read properly,
|
||||
this check stops crashing */
|
||||
* this check stops crashing */
|
||||
if ( input->data[0]==0 && input->data[1]==0
|
||||
&& input->data[2]==0 && input->data[3]==0)
|
||||
{
|
||||
|
Reference in New Issue
Block a user