1. Check material names passed to the physics engine (for collision sensors.)
Consider: gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL); It works if matname is "MAblah", but not if matname is "". 2. Added constructor for struct RAS_CameraData. 3. Added initializers to the struct KX_ClientObjectInfo constructor 4. Collision sensors won't detect near sensors. 5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
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@@ -144,10 +144,10 @@ bool GPG_Application::startWindow(STR_String& title,
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//STR_String title ("Blender Player - GHOST");
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m_mainWindow = fSystem->createWindow(title, windowLeft, windowTop, windowWidth, windowHeight, GHOST_kWindowStateNormal,
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GHOST_kDrawingContextTypeOpenGL, stereoVisual);
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if (!m_mainWindow) {
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if (!m_mainWindow) {
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printf("error: could not create main window\n");
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exit(-1);
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}
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exit(-1);
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}
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/* Check the size of the client rectangle of the window and resize the window
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* so that the client rectangle has the size requested.
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@@ -396,14 +396,14 @@ bool GPG_Application::startEngine(void)
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}
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// Temporary hack to disable banner display for NaN approved content.
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/*
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m_canvas->SetBannerDisplayEnabled(true);
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Camera* cam;
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/* Camera* cam;
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cam = (Camera*)G.scene->camera->data;
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if (cam) {
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if (((cam->flag) & 48)==48) {
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m_canvas->SetBannerDisplayEnabled(false);
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}
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if (((cam->flag) & 48)==48) {
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m_canvas->SetBannerDisplayEnabled(false);
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}
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}
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else {
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showError(CString("Camera data invalid."));
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