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