style cleanup
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@@ -479,7 +479,7 @@ bool GPG_Application::processEvent(GHOST_IEvent* event)
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// // first check if we want to exit
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// m_exitRequested = m_ketsjiengine->GetExitCode();
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//
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//
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// // kick the engine
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// bool renderFrame = m_ketsjiengine->NextFrame();
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// if (renderFrame)
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@@ -546,7 +546,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
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return false;
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// SYS_WriteCommandLineInt(syshandle, "fixedtime", 0);
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// SYS_WriteCommandLineInt(syshandle, "vertexarrays",1);
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// SYS_WriteCommandLineInt(syshandle, "vertexarrays",1);
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GameData *gm= &m_startScene->gm;
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bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
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bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
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@@ -576,7 +576,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
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m_canvas->Init();
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if (gm->flag & GAME_SHOW_MOUSE)
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m_canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
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m_canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
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m_rendertools = new GPC_RenderTools();
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if (!m_rendertools)
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@@ -681,7 +681,7 @@ bool GPG_Application::startEngine(void)
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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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m_canvas->SetBannerDisplayEnabled(true);
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Camera* cam;
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cam = (Camera*)scene->camera->data;
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if (cam) {
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@@ -730,7 +730,7 @@ bool GPG_Application::startEngine(void)
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// Set the GameLogic.globalDict from marshal'd data, so we can
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// load new blend files and keep data in GameLogic.globalDict
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loadGamePythonConfig(m_pyGlobalDictString, m_pyGlobalDictString_Length);
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#endif
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#endif
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m_sceneconverter->ConvertScene(
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startscene,
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m_rendertools,
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