Commit d2dca1f1 authored by hybrid's avatar hybrid

Reindentation.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1655 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 33f3a2da
This diff is collapsed.
...@@ -137,7 +137,7 @@ bool CQ3LevelMesh::loadFile(io::IReadFile* file) ...@@ -137,7 +137,7 @@ bool CQ3LevelMesh::loadFile(io::IReadFile* file)
loadBrushes(&Lumps[kBrushes], file); // load the brushes of the BSP loadBrushes(&Lumps[kBrushes], file); // load the brushes of the BSP
loadBrushSides(&Lumps[kBrushSides], file); // load the brushsides of the BSP loadBrushSides(&Lumps[kBrushSides], file); // load the brushsides of the BSP
loadLeafBrushes(&Lumps[kLeafBrushes], file); // load the brushes of the leaf loadLeafBrushes(&Lumps[kLeafBrushes], file); // load the brushes of the leaf
loadShaders(&Lumps[kShaders], file ); // load the shaderes loadShaders(&Lumps[kShaders], file ); // load the shaders
PatchTesselation = 8; PatchTesselation = 8;
...@@ -1540,7 +1540,7 @@ void CQ3LevelMesh::InitShader() ...@@ -1540,7 +1540,7 @@ void CQ3LevelMesh::InitShader()
} }
//!. script callback for shaders //! script callback for shaders
//! i'm having troubles with the reference counting, during callback.. resorting.. //! i'm having troubles with the reference counting, during callback.. resorting..
void CQ3LevelMesh::ReleaseShader() void CQ3LevelMesh::ReleaseShader()
{ {
...@@ -1552,6 +1552,7 @@ void CQ3LevelMesh::ReleaseShader() ...@@ -1552,6 +1552,7 @@ void CQ3LevelMesh::ReleaseShader()
ShaderFile.clear(); ShaderFile.clear();
} }
void CQ3LevelMesh::ReleaseEntity() void CQ3LevelMesh::ReleaseEntity()
{ {
for ( u32 i = 0; i!= Entity.size(); ++i ) for ( u32 i = 0; i!= Entity.size(); ++i )
...@@ -1559,7 +1560,6 @@ void CQ3LevelMesh::ReleaseEntity() ...@@ -1559,7 +1560,6 @@ void CQ3LevelMesh::ReleaseEntity()
Entity[i].VarGroup->drop(); Entity[i].VarGroup->drop();
} }
Entity.clear(); Entity.clear();
} }
...@@ -1571,7 +1571,6 @@ void CQ3LevelMesh::scriptcallback_entity( quake3::SVarGroupList *& grouplist ) ...@@ -1571,7 +1571,6 @@ void CQ3LevelMesh::scriptcallback_entity( quake3::SVarGroupList *& grouplist )
if ( grouplist->VariableGroup.size() != 2 ) if ( grouplist->VariableGroup.size() != 2 )
return; return;
element.name = grouplist->VariableGroup[1].get( "classname" ); element.name = grouplist->VariableGroup[1].get( "classname" );
grouplist->grab(); grouplist->grab();
...@@ -1692,6 +1691,7 @@ void CQ3LevelMesh::loadTextures() ...@@ -1692,6 +1691,7 @@ void CQ3LevelMesh::loadTextures()
} }
} }
// delete all buffers without geometry in it. // delete all buffers without geometry in it.
void CQ3LevelMesh::cleanMeshes() void CQ3LevelMesh::cleanMeshes()
{ {
......
...@@ -247,7 +247,6 @@ void CQuake3ShaderSceneNode::render() ...@@ -247,7 +247,6 @@ void CQuake3ShaderSceneNode::render()
{ {
video::IVideoDriver* driver = SceneManager->getVideoDriver(); video::IVideoDriver* driver = SceneManager->getVideoDriver();
bool isTransparentPass = bool isTransparentPass =
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT; SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
...@@ -270,7 +269,7 @@ void CQuake3ShaderSceneNode::render() ...@@ -270,7 +269,7 @@ void CQuake3ShaderSceneNode::render()
for ( u32 stage = 0; stage < Shader->VarGroup->VariableGroup.size(); ++stage ) for ( u32 stage = 0; stage < Shader->VarGroup->VariableGroup.size(); ++stage )
//for ( u32 stage = 2; stage < 3; ++stage ) //for ( u32 stage = 2; stage < 3; ++stage )
{ {
SQ3Texture &q = Q3Texture [ stage]; SQ3Texture &q = Q3Texture[stage];
// advance current stage // advance current stage
core::matrix4 texture; core::matrix4 texture;
...@@ -283,7 +282,7 @@ void CQuake3ShaderSceneNode::render() ...@@ -283,7 +282,7 @@ void CQuake3ShaderSceneNode::render()
// current stage // current stage
group = Shader->getGroup( stage ); group = Shader->getGroup( stage );
material.setTexture(0, q.Texture [ q.TextureIndex ]); material.setTexture(0, q.Texture[ q.TextureIndex ]);
material.ZBuffer = quake3::getDepthFunction( group->get( "depthfunc" ) ); material.ZBuffer = quake3::getDepthFunction( group->get( "depthfunc" ) );
if ( group->getIndex( "depthwrite" ) >= 0 ) if ( group->getIndex( "depthwrite" ) >= 0 )
...@@ -321,7 +320,6 @@ void CQuake3ShaderSceneNode::render() ...@@ -321,7 +320,6 @@ void CQuake3ShaderSceneNode::render()
} }
/*! /*!
*/ */
void CQuake3ShaderSceneNode::vertextransform_wave( f32 dt, quake3::SModifierFunction &function ) void CQuake3ShaderSceneNode::vertextransform_wave( f32 dt, quake3::SModifierFunction &function )
......
...@@ -124,7 +124,7 @@ namespace scene ...@@ -124,7 +124,7 @@ namespace scene
//! \param lookat: Position where the camera will look at. Also known as target. //! \param lookat: Position where the camera will look at. Also known as target.
//! \param parent: Parent scene node of the camera. Can be null. If the parent moves, //! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
//! the camera will move too. //! the camera will move too.
//! \return Returns pointer to interface to camera //! \return Pointer to interface to camera
virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0, virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
const core::vector3df& position = core::vector3df(0,0,0), const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& lookat = core::vector3df(0,0,0), s32 id=-1); const core::vector3df& lookat = core::vector3df(0,0,0), s32 id=-1);
...@@ -147,7 +147,8 @@ namespace scene ...@@ -147,7 +147,8 @@ namespace scene
//! turned on. (This is the default setting in most scene nodes). //! turned on. (This is the default setting in most scene nodes).
virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0, virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
const core::vector3df& position = core::vector3df(0,0,0), const core::vector3df& position = core::vector3df(0,0,0),
video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f), f32 range=100.0f, s32 id=-1); video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f),
f32 range=100.0f, s32 id=-1);
//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element, //! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
//! which always looks to the camera. It is usually used for things like explosions, fire, //! which always looks to the camera. It is usually used for things like explosions, fire,
...@@ -258,7 +259,7 @@ namespace scene ...@@ -258,7 +259,7 @@ namespace scene
//! of all scene nodes. The root scene node is a special scene node which //! of all scene nodes. The root scene node is a special scene node which
//! only exists to manage all scene nodes. It is not rendered and cannot //! only exists to manage all scene nodes. It is not rendered and cannot
//! be removed from the scene. //! be removed from the scene.
//! \return Returns a pointer to the root scene node. //! \return Pointer to the root scene node.
virtual ISceneNode* getRootSceneNode(); virtual ISceneNode* getRootSceneNode();
//! Returns the current active camera. //! Returns the current active camera.
...@@ -272,7 +273,7 @@ namespace scene ...@@ -272,7 +273,7 @@ namespace scene
//! creates a rotation animator, which rotates the attached scene node around itself. //! creates a rotation animator, which rotates the attached scene node around itself.
//! \param rotationPerSecond: Specifies the speed of the animation //! \param rotationPerSecond: Specifies the speed of the animation
//! \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator() //! \return The animator. Attach it to a scene node with ISceneNode::addAnimator()
//! and the animator will animate it. //! and the animator will animate it.
virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond); virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond);
......
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