translated renderconverter c comments
This commit is contained in:
@@ -187,30 +187,30 @@ void RE_make_stars(void (*initfunc)(void),
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if(initfunc) R.wrld= *(G.scene->world);
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stargrid = R.wrld.stardist; /* om de hoeveel een ster ? */
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maxrand = 2.0; /* hoeveel mag een ster verschuiven (uitgedrukt in grid eenheden) */
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maxjit = (256.0* R.wrld.starcolnoise); /* hoeveel mag een kleur veranderen */
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stargrid = R.wrld.stardist; /* distance between stars */
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maxrand = 2.0; /* amount a star can be shifted (in grid units) */
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maxjit = (256.0* R.wrld.starcolnoise); /* amount a color is being shifted */
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/* loc_far_var = R.far; */
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/* loc_near_var = R.near; */
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/* afmeting sterren */
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/* size of stars */
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force = ( R.wrld.starsize );
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/* minimale vrije ruimte */
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/* minimal free space (starting at camera) */
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starmindist= R.wrld.starmindist;
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if (stargrid <= 0.10) return;
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if (!initfunc) R.flag |= R_HALO;
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else stargrid *= 1.0; /* tekent er minder */
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else stargrid *= 1.0; /* then it draws fewer */
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MTC_Mat4Invert(mat, R.viewmat);
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/* BOUNDINGBOX BEREKENING
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* bbox loopt van z = loc_near_var | loc_far_var,
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/* BOUNDING BOX CALCULATION
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* bbox goes from z = loc_near_var | loc_far_var,
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* x = -z | +z,
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* y = -z | +z
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*/
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@@ -218,7 +218,7 @@ void RE_make_stars(void (*initfunc)(void),
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camera = G.scene->camera->data;
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clipend = camera->clipend;
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/* omzetten naar grid coordinaten */
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/* convert to grid coordinates */
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sx = ((mat[3][0] - clipend) / stargrid) - maxrand;
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sy = ((mat[3][1] - clipend) / stargrid) - maxrand;
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@@ -252,9 +252,9 @@ void RE_make_stars(void (*initfunc)(void),
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else {
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MTC_Mat4MulVecfl(R.viewmat, vec);
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/* in vec staan globale coordinaten
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* bereken afstand tot de kamera
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* en bepaal aan de hand daarvan de alpha
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/* in vec are global coordinates
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* calculate distance to camera
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* and using that, define the alpha
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*/
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{
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@@ -325,7 +325,7 @@ static HaloRen *initstar(float *vec, float hasize)
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if( (R.r.mode & R_PANORAMA) || RE_testclip(hoco)==0 ) {
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har= RE_findOrAddHalo(R.tothalo++);
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/* projectvert wordt in zbufvlaggen overgedaan ivm parts */
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/* projectvert is done in function zbufvlaggen again, because of parts */
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VECCOPY(har->co, vec);
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har->hasize= hasize;
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@@ -348,7 +348,7 @@ static void split_u_renderfaces(int startvlak, int startvert, int usize, int ple
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if(cyclu) cyclu= 1;
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/* geef eerst alle betreffende vertices een pointer naar de nieuwe mee */
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/* first give all involved vertices a pointer to the new one */
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v= startvert+ plek*usize;
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for(a=0; a<usize; a++) {
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v2= RE_findOrAddVert(R.totvert++);
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@@ -357,7 +357,7 @@ static void split_u_renderfaces(int startvlak, int startvert, int usize, int ple
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v1->sticky= (float *)v2;
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}
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/* loop betreffende vlakken af en vervang pointers */
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/* check involved faces and replace pointers */
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v= startvlak+plek*(usize-1+cyclu);
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for(a=1-cyclu; a<usize; a++) {
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vlr= RE_findOrAddVlak(v++);
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@@ -377,9 +377,9 @@ static void split_v_renderfaces(int startvlak, int startvert, int usize, int vsi
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if(vsize<2) return;
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/* loop betreffende vlakken af en maak dubbels */
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/* omdat (evt) split_u al gedaan is kan niet met vertex->sticky pointers worden gewerkt */
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/* want vlakken delen al geen punten meer */
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/* check involved faces and create doubles */
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/* because (evt) split_u already has been done, you cannot work with vertex->sticky pointers */
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/* because faces do not share vertices anymore */
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if(plek+cyclu==usize) plek= -1;
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@@ -389,7 +389,7 @@ static void split_v_renderfaces(int startvlak, int startvert, int usize, int vsi
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for(a=1; a<vsize; a++) {
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vlr= RE_findOrAddVlak(vlak);
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if (vlr->v1 == 0) return; /* OEPS, als niet cyclic */
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if (vlr->v1 == 0) return; /* OOPS, when not cyclic */
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v1= RE_findOrAddVert(R.totvert++);
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*v1= *(vlr->v1);
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@@ -452,7 +452,7 @@ static void normalenrender(int startvert, int startvlak)
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adrco= (float *)MEM_callocN(12+4*sizeof(float)*(R.totvlak-startvlak), "normalen1");
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tfl= adrco;
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/* berekenen cos hoeken en puntmassa's */
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/* calculate cos of angles and point-masses */
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for(a= startvlak; a<R.totvlak; a++) {
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vlr= RE_findOrAddVlak(a);
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@@ -486,14 +486,14 @@ static void normalenrender(int startvert, int startvlak)
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}
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}
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/* alle puntnormalen leegmaken */
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/* clear all vertex normals */
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for(a=startvert; a<R.totvert; a++) {
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ver= RE_findOrAddVert(a);
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ver->n[0]=ver->n[1]=ver->n[2]= 0.0;
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}
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/* berekenen normalen en optellen bij puno's */
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/* calculate normals and add it to the vertex normals (dutch: punt normaal) */
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tfl= adrco;
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for(a=startvlak; a<R.totvlak; a++) {
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vlr= RE_findOrAddVlak(a);
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@@ -538,14 +538,14 @@ static void normalenrender(int startvert, int startvlak)
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}
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}
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/* normaliseren puntnormalen */
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/* normalise vertex normals */
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for(a=startvert; a<R.totvert; a++) {
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ver= RE_findOrAddVert(a);
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Normalise(ver->n);
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}
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/* puntnormaal omklap-vlaggen voor bij shade */
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/* vertex normal (puno) switch flags for during render */
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for(a=startvlak; a<R.totvlak; a++) {
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vlr= RE_findOrAddVlak(a);
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@@ -891,9 +891,9 @@ static void render_particle_system(Object *ob, PartEff *paf)
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if(ma==0) ma= &defmaterial;
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MTC_Mat4MulMat4(mat, ob->obmat, R.viewmat);
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MTC_Mat4Invert(ob->imat, mat); /* hoort zo, voor imat texture */
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MTC_Mat4Invert(ob->imat, mat); /* this is correct, for imat texture */
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MTC_Mat4Invert(mat, R.viewmat); /* particles hebben geen ob transform meer */
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MTC_Mat4Invert(mat, R.viewmat); /* particles do not have a ob transform anymore */
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MTC_Mat3CpyMat4(imat, mat);
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R.flag |= R_HALO;
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@@ -908,7 +908,7 @@ static void render_particle_system(Object *ob, PartEff *paf)
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if(ctime > pa->time) {
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if(ctime < pa->time+pa->lifetime) {
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/* let op: ook nog de normaal van de particle berekenen */
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/* watch it: also calculate the normal of a particle */
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if(paf->stype==PAF_VECT || ma->mode & MA_HALO_SHADE) {
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where_is_particle(paf, pa, ctime, vec);
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MTC_Mat4MulVecfl(R.viewmat, vec);
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@@ -927,7 +927,7 @@ static void render_particle_system(Object *ob, PartEff *paf)
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}
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if(ma->ipo) {
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/* correctie voor lifetime */
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/* correction for lifetime */
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ptime= 100.0*(ctime-pa->time)/pa->lifetime;
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calc_ipo(ma->ipo, ptime);
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execute_ipo((ID *)ma, ma->ipo);
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@@ -993,7 +993,7 @@ static void render_static_particle_system(Object *ob, PartEff *paf)
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if(ma==0) ma= &defmaterial;
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MTC_Mat4MulMat4(mat, ob->obmat, R.viewmat);
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MTC_Mat4Invert(ob->imat, mat); /* hoort zo, voor imat texture */
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MTC_Mat4Invert(ob->imat, mat); /* need to be that way, for imat texture */
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MTC_Mat3CpyMat4(imat, ob->imat);
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@@ -1017,7 +1017,7 @@ static void render_static_particle_system(Object *ob, PartEff *paf)
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if(ctime>pa->time+pa->lifetime) ctime= pa->time+pa->lifetime;
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/* let op: ook nog de normaal van de particle berekenen */
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/* watch it: also calc the normal of a particle */
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if(paf->stype==PAF_VECT || ma->mode & MA_HALO_SHADE) {
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where_is_particle(paf, pa, ctime+1.0, vec);
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MTC_Mat4MulVecfl(mat, vec);
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@@ -1034,7 +1034,7 @@ static void render_static_particle_system(Object *ob, PartEff *paf)
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}
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if(ma->ipo) {
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/* correctie voor lifetime */
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/* correction for lifetime */
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ptime= 100.0*(ctime-pa->time)/pa->lifetime;
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calc_ipo(ma->ipo, ptime);
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execute_ipo((ID *)ma, ma->ipo);
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@@ -1331,7 +1331,7 @@ static void sort_halos(void)
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if(R.tothalo==0) return;
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/* datablok maken met halopointers, sorteren */
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/* make datablock with halo pointers, sort */
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haso= hablock= MEM_mallocN(sizeof(struct halosort)*R.tothalo, "hablock");
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for(a=0; a<R.tothalo; a++) {
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@@ -1344,7 +1344,7 @@ static void sort_halos(void)
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qsort(hablock, R.tothalo, sizeof(struct halosort), verghalo);
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/* opnieuw samenstellen van R.bloha */
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/* re-assamble R.bloha */
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bloha= R.bloha;
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R.bloha= (HaloRen **)MEM_callocN(sizeof(void *)*(MAXVERT>>8),"Bloha");
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@@ -1357,7 +1357,7 @@ static void sort_halos(void)
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haso++;
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}
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/* vrijgeven */
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/* free */
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a= 0;
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while(bloha[a]) {
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MEM_freeN(bloha[a]);
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@@ -1426,7 +1426,7 @@ static void init_render_mball(Object *ob)
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VECCOPY(ver->co, data);
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MTC_Mat4MulVecfl(mat, ver->co);
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/* rendernormalen zijn omgekeerd */
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/* render normals are inverted in render */
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xn= -nors[0];
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yn= -nors[1];
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zn= -nors[2];
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@@ -1449,7 +1449,7 @@ static void init_render_mball(Object *ob)
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vlr->v3= RE_findOrAddVert(startvert+index[2]);
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vlr->v4= 0;
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/* rendernormalen zijn omgekeerd */
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/* render normal are inverted */
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vlr->len= CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
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vlr->mface= 0;
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@@ -1459,7 +1459,7 @@ static void init_render_mball(Object *ob)
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vlr->ec= 0;
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vlr->lay= ob->lay;
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/* mball -helaas- altijd driehoeken maken omdat vierhoeken erg onregelmatig zijn */
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/* mball -too bad- always has triangles, because quads can be non-planar */
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if(index[3]) {
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vlr1= RE_findOrAddVlak(R.totvlak++);
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*vlr1= *vlr;
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@@ -1470,7 +1470,7 @@ static void init_render_mball(Object *ob)
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}
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if(need_orco) {
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/* displist bewaren en scalen */
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/* store displist and scale */
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make_orco_mball(ob);
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if(dlo) BLI_addhead(&ob->disp, dlo);
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@@ -1601,23 +1601,23 @@ static void init_render_mesh(Object *ob)
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ms++;
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}
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}
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/* nog doen bij keys: de juiste lokale textu coordinaat */
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/* still to do for keys: the correct local texture coordinate */
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flipnorm= -1;
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/* Testen of er een flip in de matrix zit: dan vlaknormaal ook flippen */
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/* test for a flip in the matrix: then flip face normal as well */
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/* vlakken in volgorde colblocks */
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/* faces in order of color blocks */
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vertofs= R.totvert- me->totvert;
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for(a1=0; (a1<ob->totcol || (a1==0 && ob->totcol==0)); a1++) {
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ma= give_render_material(ob, a1+1);
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if(ma==0) ma= &defmaterial;
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/* testen op 100% transparant */
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/* test for 100% transparant */
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ok= 1;
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if(ma->alpha==0.0 && ma->spectra==0.0) {
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ok= 0;
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/* texture op transp? */
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/* texture on transparency? */
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for(a=0; a<8; a++) {
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if(ma->mtex[a] && ma->mtex[a]->tex) {
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if(ma->mtex[a]->mapto & MAP_ALPHA) ok= 1;
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@@ -1651,7 +1651,7 @@ static void init_render_mesh(Object *ob)
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if(mface->v4) vlr->v4= RE_findOrAddVert(vertofs+mface->v4);
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else vlr->v4= 0;
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/* rendernormalen zijn omgekeerd */
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/* render normalen are inverted in render */
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if(vlr->v4) vlr->len= CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co,
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vlr->v1->co, vlr->n);
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else vlr->len= CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co,
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@@ -1669,7 +1669,7 @@ static void init_render_mesh(Object *ob)
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if(vlr->len==0) R.totvlak--;
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else {
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if(flipnorm== -1) { /* per object 1 x testen */
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if(flipnorm== -1) { /* per object test once */
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flipnorm= mesh_test_flipnorm(ob, mface, vlr, imat);
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}
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if(flipnorm) {
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@@ -1686,7 +1686,7 @@ static void init_render_mesh(Object *ob)
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vlr->tface= tface;
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/* testen of een vierhoek als driehoek gerenderd moet */
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/* test if rendering as a quad or triangle */
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if(vlr->v4) {
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if(ma->mode & MA_WIRE);
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@@ -1835,26 +1835,24 @@ void RE_add_render_lamp(Object *ob, int doshadbuf)
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}
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/* imat bases */
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/* flag zetten voor spothalo en initvars */
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/* set flag for spothalo en initvars */
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if(la->type==LA_SPOT && (la->mode & LA_HALO)) {
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if(la->haint>0.0) {
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R.flag |= R_LAMPHALO;
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/* camerapos (0,0,0) roteren rondom lamp */
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/* camera position (0,0,0) rotate around lamp */
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lar->sh_invcampos[0]= -lar->co[0];
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lar->sh_invcampos[1]= -lar->co[1];
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lar->sh_invcampos[2]= -lar->co[2];
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MTC_Mat3MulVecfl(lar->imat, lar->sh_invcampos);
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/* z factor, zodat het volume genormaliseerd is */
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/* z factor, for a normalized volume */
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hoek= saacos(lar->spotsi);
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xn= lar->spotsi;
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yn= sin(hoek);
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lar->sh_zfac= yn/xn;
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/* alvast goed scalen */
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/* pre-scale */
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lar->sh_invcampos[2]*= lar->sh_zfac;
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}
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@@ -1947,20 +1945,20 @@ static void init_render_surf(Object *ob)
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if(cu->orco==0 && need_orco) make_orco_surf(cu);
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orco= cu->orco;
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/* een complete displist maken, de basedisplist kan compleet anders zijn */
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/* make a complete new displist, the base-displist can be different */
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displist.first= displist.last= 0;
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nu= cu->nurb.first;
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while(nu) {
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if(nu->pntsv>1) {
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// if (dl->flag & DL_CYCLIC_V) {
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len= nu->resolu*nu->resolv;
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/* makeNurbfaces wil nullen */
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/* makeNurbfaces wants zeros */
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dl= MEM_callocN(sizeof(DispList)+len*3*sizeof(float), "makeDispList1");
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dl->verts= MEM_callocN(len*3*sizeof(float), "makeDispList01");
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BLI_addtail(&displist, dl);
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dl->parts= nu->resolu; /* andersom want makeNurbfaces gaat zo */
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dl->parts= nu->resolu; /* switched order, makeNurbfaces works that way... */
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dl->nr= nu->resolv;
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dl->col= nu->mat_nr;
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dl->rt= nu->flag;
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@@ -2316,7 +2314,7 @@ static void init_render_curve(Object *ob)
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nu= cu->nurb.first;
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if(nu==0) return;
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/* displist testen */
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/* test displist */
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if(cu->disp.first==0) makeDispList(ob);
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dl= cu->disp.first;
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if(cu->disp.first==0) return;
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@@ -2350,7 +2348,7 @@ static void init_render_curve(Object *ob)
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makebevelcurve(ob, &dlbev);
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}
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/* uv orco's? aantal punten tellen en malloccen */
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/* uv orcos? count amount of points and malloc */
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if(need_orco && (cu->flag & CU_UV_ORCO)) {
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if(cu->flag & CU_PATH);
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else {
|
||||
@@ -2405,27 +2403,27 @@ static void init_render_curve(Object *ob)
|
||||
need_orco= 1;
|
||||
}
|
||||
|
||||
/* keypos doen? NOTITIE: pas op : orco's */
|
||||
/* do keypos? NOTE: watch it : orcos */
|
||||
|
||||
/* effect op text? */
|
||||
/* effect on text? */
|
||||
|
||||
/* boundboxclip nog doen */
|
||||
/* boundboxclip still todo */
|
||||
|
||||
/* polyzijvlakken: met bevellist werken */
|
||||
/* side faces of poly: work with bevellist */
|
||||
widfac= (cu->width-1.0);
|
||||
|
||||
bl= cu->bev.first;
|
||||
nu= cu->nurb.first;
|
||||
while(bl) {
|
||||
|
||||
if(dlbev.first) { /* anders alleen een poly */
|
||||
if(dlbev.first) { /* otherwise just a poly */
|
||||
|
||||
dlb= dlbev.first; /* bevel lus */
|
||||
dlb= dlbev.first; /* bevel loop */
|
||||
while(dlb) {
|
||||
data= MEM_mallocN(3*sizeof(float)*dlb->nr*bl->nr, "init_render_curve3");
|
||||
fp= data;
|
||||
|
||||
/* voor ieder punt van bevelcurve de hele poly doen */
|
||||
/* for each point at bevelcurve do the entire poly */
|
||||
fp1= dlb->verts;
|
||||
b= dlb->nr;
|
||||
while(b--) {
|
||||
@@ -2450,7 +2448,7 @@ static void init_render_curve(Object *ob)
|
||||
fp[0]= bevp->x+ (widfac+fp1[1])*bevp->sina;
|
||||
fp[1]= bevp->y+ (widfac+fp1[1])*bevp->cosa;
|
||||
fp[2]= bevp->z+ fp1[2];
|
||||
/* hier niet al MatMullen: polyfill moet uniform werken, ongeacht frame */
|
||||
/* do not MatMul here: polyfill should work uniform, independent which frame */
|
||||
}
|
||||
fp+= 3;
|
||||
bevp++;
|
||||
@@ -2458,7 +2456,7 @@ static void init_render_curve(Object *ob)
|
||||
fp1+=3;
|
||||
}
|
||||
|
||||
/* rendervertices maken */
|
||||
/* make render vertices */
|
||||
fp= data;
|
||||
startvert= R.totvert;
|
||||
nr= dlb->nr*bl->nr;
|
||||
@@ -2499,8 +2497,9 @@ static void init_render_curve(Object *ob)
|
||||
vlr->flag= nu->flag;
|
||||
vlr->lay= ob->lay;
|
||||
|
||||
/* dit is niet echt wetenschappelijk: de vertices
|
||||
* 2, 3 en 4 geven betere puno's dan 1 2 3: voor en achterkant anders!!
|
||||
/* this is not really scientific: the vertices
|
||||
* 2, 3 en 4 seem to give better vertexnormals than 1 2 3:
|
||||
* front and backside treated different!!
|
||||
*/
|
||||
|
||||
if(frontside)
|
||||
@@ -2519,12 +2518,12 @@ static void init_render_curve(Object *ob)
|
||||
|
||||
}
|
||||
|
||||
/* dubbele punten maken: POLY SPLITSEN */
|
||||
/* make double points: SPLIT POLY */
|
||||
if(dlb->nr==4 && cu->bevobj==0) {
|
||||
split_u_renderfaces(startvlak, startvert, bl->nr, 1, bl->poly>0);
|
||||
split_u_renderfaces(startvlak, startvert, bl->nr, 2, bl->poly>0);
|
||||
}
|
||||
/* dubbele punten maken: BEVELS SPLITSEN */
|
||||
/* make double points: SPLIT BEVELS */
|
||||
bevp= (BevPoint *)(bl+1);
|
||||
for(a=0; a<bl->nr; a++) {
|
||||
if(bevp->f1)
|
||||
@@ -2533,7 +2532,7 @@ static void init_render_curve(Object *ob)
|
||||
bevp++;
|
||||
}
|
||||
|
||||
/* puntnormalen */
|
||||
/* vertex normals */
|
||||
for(a= startvlak; a<R.totvlak; a++) {
|
||||
vlr= RE_findOrAddVlak(a);
|
||||
|
||||
@@ -2572,7 +2571,7 @@ static void init_render_curve(Object *ob)
|
||||
|
||||
if(cu->flag & CU_PATH) return;
|
||||
|
||||
/* uit de displist kunnen de vulvlakken worden gehaald */
|
||||
/* from displist the filled faces can be extracted */
|
||||
dl= cu->disp.first;
|
||||
|
||||
while(dl) {
|
||||
@@ -2623,7 +2622,7 @@ static void init_render_curve(Object *ob)
|
||||
end_latt_deform();
|
||||
}
|
||||
|
||||
if(need_orco) { /* de domme methode: snel vervangen; rekening houden met keys! */
|
||||
if(need_orco) { /* the stupid way: should be replaced; taking account for keys! */
|
||||
|
||||
VECCOPY(size, cu->size);
|
||||
|
||||
@@ -2689,7 +2688,7 @@ void RE_freeRotateBlenderScene(void)
|
||||
int a, b, v;
|
||||
char *ctile;
|
||||
|
||||
/* VRIJGEVEN */
|
||||
/* FREE */
|
||||
|
||||
for(a=0; a<R.totlamp; a++) {
|
||||
|
||||
@@ -2733,7 +2732,7 @@ void RE_freeRotateBlenderScene(void)
|
||||
a++;
|
||||
}
|
||||
|
||||
/* orco vrijgeven. ALle ob's aflopen ivm dupli's en sets */
|
||||
/* free orco. check all obejcts because of duplis and sets */
|
||||
ob= G.main->object.first;
|
||||
while(ob) {
|
||||
|
||||
@@ -2800,7 +2799,7 @@ void RE_rotateBlenderScene(void)
|
||||
do_all_ikas();
|
||||
test_all_displists();
|
||||
|
||||
/* niet erg nette calc_ipo en where_is forceer */
|
||||
/* not really neat forcing of calc_ipo and where_is */
|
||||
ob= G.main->object.first;
|
||||
while(ob) {
|
||||
ob->ctime= -123.456;
|
||||
@@ -2809,7 +2808,7 @@ void RE_rotateBlenderScene(void)
|
||||
|
||||
if(G.special1 & G_HOLO) RE_holoview();
|
||||
|
||||
/* ivm met optimale berekening track / lattices / etc: extra where_is_ob */
|
||||
/* because of optimal calculation tracking/lattices/etc: and extra where_is_ob here */
|
||||
|
||||
base= G.scene->base.first;
|
||||
while(base) {
|
||||
@@ -2828,25 +2827,25 @@ void RE_rotateBlenderScene(void)
|
||||
MTC_Mat4Ortho(R.viewinv);
|
||||
MTC_Mat4Invert(R.viewmat, R.viewinv);
|
||||
|
||||
/* is niet netjes: nu is de viewinv ongelijk aan de viewmat. voor Texco's enzo. Beter doen! */
|
||||
/* not so neat: now the viewinv is not equal to viewmat. used for Texcos and such. Improve! */
|
||||
if(R.r.mode & R_ORTHO) R.viewmat[3][2]*= 100.0;
|
||||
|
||||
RE_setwindowclip(1,-1); /* geen jit:(-1) */
|
||||
RE_setwindowclip(1,-1); /* no jit:(-1) */
|
||||
|
||||
/* imatflags wissen */
|
||||
/* clear imat flags */
|
||||
ob= G.main->object.first;
|
||||
while(ob) {
|
||||
ob->flag &= ~OB_DO_IMAT;
|
||||
ob= ob->id.next;
|
||||
}
|
||||
|
||||
init_render_world(); /* moet eerst ivm ambient */
|
||||
init_render_world(); /* do first, because of ambient */
|
||||
init_render_textures();
|
||||
init_render_materials();
|
||||
|
||||
/* MAAK RENDERDATA */
|
||||
/* MAKE RENDER DATA */
|
||||
|
||||
/* elk object maar 1 x renderen */
|
||||
/* each object should only be rendered once */
|
||||
ob= G.main->object.first;
|
||||
while(ob) {
|
||||
ob->flag &= ~OB_DONE;
|
||||
@@ -2854,7 +2853,7 @@ void RE_rotateBlenderScene(void)
|
||||
}
|
||||
|
||||
|
||||
/* layers: in foreground current 3D window renderen */
|
||||
/* layers: render in foreground current 3D window */
|
||||
lay= G.scene->lay;
|
||||
sce= G.scene;
|
||||
|
||||
@@ -2919,7 +2918,7 @@ void RE_rotateBlenderScene(void)
|
||||
|
||||
}
|
||||
|
||||
/* imat objecten */
|
||||
/* imat objects */
|
||||
ob= G.main->object.first;
|
||||
while(ob) {
|
||||
if(ob->flag & OB_DO_IMAT) {
|
||||
|
Reference in New Issue
Block a user