BGE: Remove RAS_IRasterizer::IndexPrimitivesMulti()
The work that was being done in IndexPrimitiveMulti() is now done by IndexPrimitive() and we always assume multitexture support.
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@@ -59,16 +59,6 @@ void RAS_StorageIM::Exit()
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{
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}
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void RAS_StorageIM::IndexPrimitives(RAS_MeshSlot& ms)
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{
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IndexPrimitivesInternal(ms, false);
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}
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void RAS_StorageIM::IndexPrimitivesMulti(class RAS_MeshSlot& ms)
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{
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IndexPrimitivesInternal(ms, true);
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}
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void RAS_StorageIM::TexCoord(const RAS_TexVert &tv)
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{
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int unit;
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@@ -206,15 +196,17 @@ static DMDrawOption CheckTexDM(MTexPoly *mtexpoly, const bool has_mcol, int matn
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return DM_DRAW_OPTION_SKIP;
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}
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void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
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{
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void RAS_StorageIM::IndexPrimitives(RAS_MeshSlot& ms)
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{
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bool obcolor = ms.m_bObjectColor;
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bool wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME;
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MT_Vector4& rgba = ms.m_RGBAcolor;
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RAS_MeshSlot::iterator it;
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if (ms.m_pDerivedMesh) {
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// mesh data is in derived mesh,
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// mesh data is in derived mesh,
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current_bucket = ms.m_bucket;
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current_polymat = current_bucket->GetPolyMaterial();
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current_ms = &ms;
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@@ -229,7 +221,7 @@ void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
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this->SetCullFace(false);
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if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
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// GetMaterialIndex return the original mface material index,
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// GetMaterialIndex return the original mface material index,
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// increment by 1 to match what derived mesh is doing
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current_blmat_nr = current_polymat->GetMaterialIndex()+1;
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// For GLSL we need to retrieve the GPU material attribute
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@@ -255,7 +247,7 @@ void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
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for (ms.begin(it); !ms.end(it); ms.next(it)) {
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RAS_TexVert *vertex;
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size_t i, j, numvert;
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numvert = it.array->m_type;
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if (it.array->m_type == RAS_DisplayArray::LINE) {
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@@ -294,10 +286,7 @@ void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
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glNormal3fv(vertex->getNormal());
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if (multi)
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TexCoord(*vertex);
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else
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glTexCoord2fv(vertex->getUV(0));
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TexCoord(*vertex);
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}
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glVertex3fv(vertex->getXYZ());
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