forked from bartvdbraak/blender
BGE Rasterizer clean up: double-promotion warnings
This commit is contained in:
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0dcca69589
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d9ee88d126
@ -495,10 +495,10 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
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glBegin(GL_QUADS);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glTexCoord2f(1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[3]); glVertex2f(1,1);
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glTexCoord2f(0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[3]); glVertex2f(-1,1);
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glTexCoord2f(0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[2]); glVertex2f(-1,-1);
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glTexCoord2f(1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[2]); glVertex2f(1,-1);
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glTexCoord2f(1.0f, 1.0f); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[3]); glVertex2f(1.0f,1.0f);
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glTexCoord2f(0.0f, 1.0f); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[3]); glVertex2f(-1.0f,1.0f);
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glTexCoord2f(0.0f, 0.0f); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[2]); glVertex2f(-1.0f,-1.0f);
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glTexCoord2f(1.0f, 0.0f); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[2]); glVertex2f(1.0f,-1.0f);
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glEnd();
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}
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}
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@ -282,7 +282,7 @@ void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance)
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{
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BucketList::iterator bit;
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distance = 10.0;
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distance = 10.0f;
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit)
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(*bit)->Optimize(distance);
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@ -51,10 +51,10 @@ struct RAS_CameraData
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int m_viewporttop;
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float m_focallength;
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RAS_CameraData(float lens = 35.0, float scale = 6.0, float sensor_x = 32.0, float sensor_y = 18.0, short sensor_fit = 0,
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float shift_x = 0.0, float shift_y = 0.0,
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float clipstart = 0.1, float clipend = 5000.0, bool perspective = true,
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float focallength = 3.0, bool viewport = false, int viewportleft = 0, int viewportbottom = 0,
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RAS_CameraData(float lens = 35.0f, float scale = 6.0f, float sensor_x = 32.0f, float sensor_y = 18.0f, short sensor_fit = 0,
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float shift_x = 0.0f, float shift_y = 0.0f,
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float clipstart = 0.1f, float clipend = 5000.0f, bool perspective = true,
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float focallength = 3.0f, bool viewport = false, int viewportleft = 0, int viewportbottom = 0,
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int viewportright = 0, int viewporttop = 0) :
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m_lens(lens),
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m_scale(scale),
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@ -283,14 +283,14 @@ ComputeFrustum(
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switch (sensor_fit) {
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case RAS_SENSORFIT_HOR:
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{
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x_scale = 1.0;
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x_scale = 1.0f;
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y_scale = float(viewport.GetHeight()) / float(viewport.GetWidth());
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break;
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}
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case RAS_SENSORFIT_VERT:
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{
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x_scale = float(viewport.GetWidth()) / float(viewport.GetHeight());
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y_scale = 1.0;
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y_scale = 1.0f;
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break;
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}
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case RAS_SENSORFIT_AUTO:
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@ -377,14 +377,14 @@ RAS_FramingManager::
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switch (sensor_fit) {
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case RAS_SENSORFIT_HOR:
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{
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x_scale = 1.0;
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x_scale = 1.0f;
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y_scale = float(viewport.GetHeight()) / float(viewport.GetWidth());
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break;
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}
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case RAS_SENSORFIT_VERT:
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{
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x_scale = float(viewport.GetWidth()) / float(viewport.GetHeight());
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y_scale = 1.0;
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y_scale = 1.0f;
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break;
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}
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case RAS_SENSORFIT_AUTO:
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@ -62,10 +62,10 @@ void RAS_IPolyMaterial::Initialize(
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m_polymatid = m_newpolymatid++;
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m_flag = 0;
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m_multimode = 0;
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m_shininess = 35.0;
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m_specular.setValue(0.5,0.5,0.5);
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m_specularity = 1.0;
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m_diffuse.setValue(0.5,0.5,0.5);
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m_shininess = 35.0f;
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m_specular.setValue(0.5f,0.5f,0.5f);
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m_specularity = 1.0f;
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m_diffuse.setValue(0.5f,0.5f,0.5f);
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m_drawingmode = ConvertFaceMode(game, image);
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}
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@ -85,10 +85,10 @@ RAS_IPolyMaterial::RAS_IPolyMaterial()
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m_flag(0),
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m_multimode(0)
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{
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m_shininess = 35.0;
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m_specular = MT_Vector3(0.5,0.5,0.5);
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m_specularity = 1.0;
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m_diffuse = MT_Vector3(0.5,0.5,0.5);
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m_shininess = 35.0f;
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m_specular = MT_Vector3(0.5f,0.5f,0.5f);
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m_specularity = 1.0f;
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m_diffuse = MT_Vector3(0.5f,0.5f,0.5f);
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}
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RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
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@ -113,10 +113,10 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
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m_flag(0),
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m_multimode(0)
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{
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m_shininess = 35.0;
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m_specular = MT_Vector3(0.5,0.5,0.5);
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m_specularity = 1.0;
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m_diffuse = MT_Vector3(0.5,0.5,0.5);
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m_shininess = 35.0f;
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m_specular = MT_Vector3(0.5f,0.5f,0.5f);
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m_specularity = 1.0f;
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m_diffuse = MT_Vector3(0.5f,0.5f,0.5f);
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}
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@ -58,7 +58,7 @@ RAS_MeshSlot::RAS_MeshSlot() : SG_QList()
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m_bVisible = false;
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m_bCulled = true;
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m_bObjectColor = false;
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m_RGBAcolor = MT_Vector4(0.0, 0.0, 0.0, 0.0);
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m_RGBAcolor = MT_Vector4(0.0f, 0.0f, 0.0f, 0.0f);
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m_DisplayList = NULL;
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m_bDisplayList = true;
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m_joinSlot = NULL;
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@ -100,13 +100,13 @@ bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer,
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//vec[0] = base->object->obmat[2][0];
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//vec[1] = base->object->obmat[2][1];
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//vec[2] = base->object->obmat[2][2];
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vec[3] = 0.0;
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vec[3] = 0.0f;
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
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}
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else {
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//vec[3] = 1.0;
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//vec[3] = 1.0f;
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_POSITION, vec);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_CONSTANT_ATTENUATION, 1.0f);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_LINEAR_ATTENUATION, m_att1/m_distance);
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// without this next line it looks backward compatible.
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//attennuation still is acceptable
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@ -124,30 +124,30 @@ bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer,
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glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_EXPONENT, 128.0f * m_spotblend);
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}
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else {
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glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0);
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glLightf((GLenum)(GL_LIGHT0+slot), GL_SPOT_CUTOFF, 180.0f);
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}
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}
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if (m_nodiffuse) {
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
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}
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else {
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vec[0] = m_energy*m_color[0];
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vec[1] = m_energy*m_color[1];
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vec[2] = m_energy*m_color[2];
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vec[3] = 1.0;
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vec[3] = 1.0f;
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}
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
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if (m_nospecular)
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{
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
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vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
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}
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else if (m_nodiffuse) {
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vec[0] = m_energy*m_color[0];
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vec[1] = m_energy*m_color[1];
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vec[2] = m_energy*m_color[2];
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vec[3] = 1.0;
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vec[3] = 1.0f;
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}
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glLightfv((GLenum)(GL_LIGHT0+slot), GL_SPECULAR, vec);
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@ -89,17 +89,17 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, RAS_STORAGE_TYPE
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:RAS_IRasterizer(canvas),
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m_2DCanvas(canvas),
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m_fogenabled(false),
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m_time(0.0),
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m_time(0.0f),
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m_campos(0.0f, 0.0f, 0.0f),
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m_camortho(false),
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m_stereomode(RAS_STEREO_NOSTEREO),
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m_curreye(RAS_STEREO_LEFTEYE),
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m_eyeseparation(0.0),
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m_focallength(0.0),
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m_eyeseparation(0.0f),
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m_focallength(0.0f),
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m_setfocallength(false),
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m_noOfScanlines(32),
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m_motionblur(0),
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m_motionblurvalue(-1.0),
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m_motionblurvalue(-1.0f),
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m_usingoverrideshader(false),
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m_clientobject(NULL),
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m_auxilaryClientInfo(NULL),
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@ -171,10 +171,10 @@ bool RAS_OpenGLRasterizer::Init()
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glFrontFace(GL_CCW);
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m_last_frontface = true;
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m_redback = 0.4375;
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m_greenback = 0.4375;
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m_blueback = 0.4375;
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m_alphaback = 0.0;
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m_redback = 0.4375f;
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m_greenback = 0.4375f;
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m_blueback = 0.4375f;
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m_alphaback = 0.0f;
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glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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@ -249,7 +249,7 @@ void RAS_OpenGLRasterizer::Exit()
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glClearDepth(1.0);
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glClearDepth(1.0f);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClearColor(m_redback, m_greenback, m_blueback, m_alphaback);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -383,7 +383,7 @@ void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene)
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glBegin(GL_LINE_LOOP);
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glColor4f(debugShapes[i].m_color[0], debugShapes[i].m_color[1], debugShapes[i].m_color[2], 1.0f);
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static const MT_Vector3 worldUp(0.0, 0.0, 1.0);
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static const MT_Vector3 worldUp(0.0f, 0.0f, 1.0f);
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MT_Vector3 norm = debugShapes[i].m_param;
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MT_Matrix3x3 tr;
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if (norm.fuzzyZero() || norm == worldUp)
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@ -403,8 +403,8 @@ void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene)
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int n = (int)debugShapes[i].m_param2.y();
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for (int j = 0; j<n; j++)
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{
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MT_Scalar theta = j*M_PI*2/n;
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MT_Vector3 pos(cos(theta) * rad, sin(theta) * rad, 0.0);
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MT_Scalar theta = j*(float)M_PI*2/n;
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MT_Vector3 pos(cos(theta) * rad, sin(theta) * rad, 0.0f);
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pos = pos*tr;
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pos += debugShapes[i].m_pos;
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const MT_Scalar* posPtr = &pos.x();
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@ -546,7 +546,7 @@ void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
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glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
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}
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else {
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//glAccum(GL_LOAD, 1.0);
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//glAccum(GL_LOAD, 1.0f);
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glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
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ClearDepthBuffer();
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}
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@ -826,7 +826,7 @@ void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
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float* matrix = &mat(0, 0);
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glLoadMatrixf(matrix);
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m_camortho = (mat(3, 3) != 0.0);
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m_camortho = (mat(3, 3) != 0.0f);
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}
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void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
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@ -838,7 +838,7 @@ void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
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/* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
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glLoadMatrixf(matrix);
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m_camortho= (mat[3][3] != 0.0);
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m_camortho= (mat[3][3] != 0.0f);
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}
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MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
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@ -931,8 +931,8 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
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// correction for stereo
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if (Stereo() && perspective)
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{
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MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention
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MT_Vector3 unitViewupVec(0.0, 0.0, 1.0);
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MT_Vector3 unitViewDir(0.0f, -1.0f, 0.0f); // minus y direction, Blender convention
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MT_Vector3 unitViewupVec(0.0f, 0.0f, 1.0f);
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MT_Vector3 viewDir, viewupVec;
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MT_Vector3 eyeline;
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@ -950,7 +950,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
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// translate to left by half the eye distance
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MT_Transform transform;
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transform.setIdentity();
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transform.translate(-(eyeline * m_eyeseparation / 2.0));
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transform.translate(-(eyeline * m_eyeseparation / 2.0f));
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m_viewmatrix *= transform;
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}
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break;
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@ -959,7 +959,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
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// translate to right by half the eye distance
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MT_Transform transform;
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transform.setIdentity();
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transform.translate(eyeline * m_eyeseparation / 2.0);
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transform.translate(eyeline * m_eyeseparation / 2.0f);
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m_viewmatrix *= transform;
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}
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break;
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@ -1066,7 +1066,7 @@ void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue)
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void RAS_OpenGLRasterizer::DisableMotionBlur()
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{
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m_motionblur = 0;
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m_motionblurvalue = -1.0;
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m_motionblurvalue = -1.0f;
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}
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void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend)
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@ -1337,14 +1337,14 @@ void RAS_OpenGLRasterizer::applyTransform(float* oglmatrix,int objectdrawmode )
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//page 360/361 3D Game Engine Design, David Eberly for a discussion
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// on screen aligned and axis aligned billboards
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// assumed is that the preprocessor transformed all billboard polygons
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// so that their normal points into the positive x direction (1.0, 0.0, 0.0)
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// so that their normal points into the positive x direction (1.0f, 0.0f, 0.0f)
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// when new parenting for objects is done, this rotation
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// will be moved into the object
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MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
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MT_Point3 campos = GetCameraPosition();
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MT_Vector3 dir = (campos - objpos).safe_normalized();
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MT_Vector3 up(0,0,1.0);
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MT_Vector3 up(0,0,1.0f);
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KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
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// get scaling of halo object
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@ -1591,13 +1591,13 @@ void RAS_OpenGLRasterizer::MotionBlur()
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if (state==1)
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{
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//bugfix:load color buffer into accum buffer for the first time(state=1)
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glAccum(GL_LOAD, 1.0);
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glAccum(GL_LOAD, 1.0f);
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SetMotionBlurState(2);
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}
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else if (motionblurvalue >= 0.0f && motionblurvalue <= 1.0f) {
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glAccum(GL_MULT, motionblurvalue);
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glAccum(GL_ACCUM, 1-motionblurvalue);
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glAccum(GL_RETURN, 1.0);
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glAccum(GL_RETURN, 1.0f);
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glFlush();
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}
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}
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@ -66,10 +66,10 @@ const MT_Point3& RAS_TexVert::xyz()
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void RAS_TexVert::SetRGBA(const MT_Vector4& rgba)
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{
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unsigned char *colp = (unsigned char*) &m_rgba;
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colp[0] = (unsigned char) (rgba[0] * 255.0);
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colp[1] = (unsigned char) (rgba[1] * 255.0);
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colp[2] = (unsigned char) (rgba[2] * 255.0);
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colp[3] = (unsigned char) (rgba[3] * 255.0);
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colp[0] = (unsigned char) (rgba[0] * 255.0f);
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colp[1] = (unsigned char) (rgba[1] * 255.0f);
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colp[2] = (unsigned char) (rgba[2] * 255.0f);
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colp[3] = (unsigned char) (rgba[3] * 255.0f);
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}
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||||
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||||
|
||||
@ -153,12 +153,12 @@ unsigned int RAS_TexVert::getUnit() const
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|
||||
void RAS_TexVert::Transform(const MT_Matrix4x4& mat, const MT_Matrix4x4& nmat)
|
||||
{
|
||||
SetXYZ((mat * MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0)).getValue());
|
||||
SetNormal((nmat * MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0)).getValue());
|
||||
SetTangent((nmat * MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0)).getValue());
|
||||
SetXYZ((mat * MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0f)).getValue());
|
||||
SetNormal((nmat * MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0f)).getValue());
|
||||
SetTangent((nmat * MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0f)).getValue());
|
||||
}
|
||||
|
||||
void RAS_TexVert::TransformUV(int index, const MT_Matrix4x4& mat)
|
||||
{
|
||||
SetUV(index, (mat * MT_Vector4(m_uvs[index][0], m_uvs[index][1], 0.0, 1.0)).getValue());
|
||||
SetUV(index, (mat * MT_Vector4(m_uvs[index][0], m_uvs[index][1], 0.0f, 1.0f)).getValue());
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user