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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		| @@ -68,7 +68,7 @@ RAS_OpenGLRasterizer::~RAS_OpenGLRasterizer() | ||||
|  | ||||
|  | ||||
|  | ||||
| void Myinit_gl_stuff(void)	 | ||||
| static void Myinit_gl_stuff(void)	 | ||||
| { | ||||
| 	float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 }; | ||||
| 	float mat_shininess[] = { 35.0 }; | ||||
| @@ -259,7 +259,7 @@ void RAS_OpenGLRasterizer::Exit() | ||||
| 	glClearDepth(1.0);  | ||||
| 	glClearColor(m_redback, m_greenback, m_blueback, m_alphaback); | ||||
| 	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||||
|     glDepthMask (GL_TRUE); | ||||
| 	glDepthMask (GL_TRUE); | ||||
| 	glDepthFunc(GL_LEQUAL); | ||||
| 	glBlendFunc(GL_ONE, GL_ZERO); | ||||
|  | ||||
| @@ -292,7 +292,7 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time) | ||||
|  | ||||
| 	glShadeModel(GL_SMOOTH); | ||||
|  | ||||
|    m_2DCanvas->BeginFrame(); | ||||
| 	m_2DCanvas->BeginFrame(); | ||||
| 	 | ||||
| 	return true; | ||||
| } | ||||
| @@ -1083,7 +1083,8 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix( | ||||
| 	float bottom, | ||||
| 	float top, | ||||
| 	float frustnear, | ||||
| 	float frustfar | ||||
| 	float frustfar, | ||||
| 	bool perspective | ||||
| ){ | ||||
| 	MT_Matrix4x4 result; | ||||
| 	double mat[16]; | ||||
| @@ -1110,10 +1111,11 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix( | ||||
| 			} | ||||
| 			// leave bottom, top, bottom and top untouched | ||||
| 	} | ||||
|  | ||||
| 	 | ||||
| 	glMatrixMode(GL_PROJECTION); | ||||
| 	glLoadIdentity(); | ||||
| 	glFrustum(left, right, bottom, top, frustnear, frustfar); | ||||
| 		 | ||||
| 	glGetDoublev(GL_PROJECTION_MATRIX, mat); | ||||
| 	result.setValue(mat); | ||||
|  | ||||
|   | ||||
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