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.
This commit is contained in:
Kester Maddock
2004-04-11 02:50:02 +00:00
parent d3e88eae71
commit ae9233a5b0
25 changed files with 170 additions and 333 deletions

View File

@@ -73,10 +73,6 @@ bool RAS_VAOpenGLRasterizer::Init(void)
if (result)
{
// if possible, add extensions to other platforms too, if this
// rasterizer becomes messy just derive one for each platform
// (ie. KX_Win32Rasterizer, KX_LinuxRasterizer etc.)
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
@@ -187,6 +183,17 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays
glColor3d(0,0,0);
}
// use glDrawElements to draw each vertexarray
static bool doWarning = true;
if (vertexarrays.size() > 1 && doWarning)
{
/* TODO: if vertexarrays.size() == 1 then if we are multitexturing
we can glLockArraysEXT the vertex arrays - GL will be able to cache
the vertex transforms. */
std::cout << "# vertex arrays: " << vertexarrays.size() << std::endl;
std::cout << "I wondered if this could happen: please inform the proper authorities." << std::endl;
doWarning = false;
}
for (vt=0;vt<vertexarrays.size();vt++)
{
vertexarray = &((*vertexarrays[vt]) [0]);