mirror of
https://github.com/glest/glest-source.git
synced 2025-09-29 00:48:58 +02:00
- code cleanup from cppcheck
This commit is contained in:
@@ -38,15 +38,16 @@ using namespace Shared::Graphics;
|
||||
namespace Glest { namespace Game{
|
||||
|
||||
uint32 Renderer::SurfaceData::nextUniqueId = 1;
|
||||
|
||||
bool Renderer::renderText3DEnabled = true;
|
||||
|
||||
const float SKIP_INTERPOLATION_DISTANCE = 20.0f;
|
||||
const string DEFAULT_CHAR_FOR_WIDTH_CALC = "V";
|
||||
|
||||
// =====================================================
|
||||
// class MeshCallbackTeamColor
|
||||
// =====================================================
|
||||
|
||||
bool MeshCallbackTeamColor::noTeamColors = false;
|
||||
const string DEFAULT_CHAR_FOR_WIDTH_CALC = "V";
|
||||
|
||||
void MeshCallbackTeamColor::execute(const Mesh *mesh) {
|
||||
//team color
|
||||
@@ -4618,7 +4619,9 @@ void Renderer::renderObjects(const int renderFps) {
|
||||
}
|
||||
|
||||
//objModel->updateInterpolationData(0.f, true);
|
||||
objModel->updateInterpolationData(o->getAnimProgress(), true);
|
||||
//if(this->gameCamera->getPos().dist(o->getPos()) <= SKIP_INTERPOLATION_DISTANCE) {
|
||||
objModel->updateInterpolationData(o->getAnimProgress(), true);
|
||||
//}
|
||||
modelRenderer->render(objModel);
|
||||
|
||||
triangleCount+= objModel->getTriangleCount();
|
||||
@@ -4975,7 +4978,11 @@ void Renderer::renderUnits(const int renderFps) {
|
||||
|
||||
//render
|
||||
Model *model= unit->getCurrentModelPtr();
|
||||
model->updateInterpolationData(unit->getAnimProgress(), unit->isAlive() && !unit->isAnimProgressBound());
|
||||
//printf("Rendering model [%d - %s]\n[%s]\nCamera [%s]\nDistance: %f\n",unit->getId(),unit->getType()->getName().c_str(),unit->getCurrVector().getString().c_str(),this->gameCamera->getPos().getString().c_str(),this->gameCamera->getPos().dist(unit->getCurrVector()));
|
||||
|
||||
//if(this->gameCamera->getPos().dist(unit->getCurrVector()) <= SKIP_INTERPOLATION_DISTANCE) {
|
||||
model->updateInterpolationData(unit->getAnimProgress(), unit->isAlive() && !unit->isAnimProgressBound());
|
||||
//}
|
||||
|
||||
modelRenderer->render(model);
|
||||
triangleCount+= model->getTriangleCount();
|
||||
@@ -7401,7 +7408,9 @@ vector<Unit *> Renderer::renderUnitsFast(bool renderingShadows, bool colorPickin
|
||||
|
||||
//render
|
||||
Model *model= unit->getCurrentModelPtr();
|
||||
model->updateInterpolationVertices(unit->getAnimProgress(), unit->isAlive() && !unit->isAnimProgressBound());
|
||||
//if(this->gameCamera->getPos().dist(unit->getCurrVector()) <= SKIP_INTERPOLATION_DISTANCE) {
|
||||
model->updateInterpolationVertices(unit->getAnimProgress(), unit->isAlive() && !unit->isAnimProgressBound());
|
||||
//}
|
||||
|
||||
if(colorPickingSelection == true) {
|
||||
unit->setUniquePickingColor();
|
||||
@@ -7507,7 +7516,9 @@ vector<Object *> Renderer::renderObjectsFast(bool renderingShadows, bool resour
|
||||
|
||||
if(resourceOnly == false || o->getResource()!= NULL) {
|
||||
Model *objModel= o->getModelPtr();
|
||||
objModel->updateInterpolationData(o->getAnimProgress(), true);
|
||||
//if(this->gameCamera->getPos().dist(o->getPos()) <= SKIP_INTERPOLATION_DISTANCE) {
|
||||
objModel->updateInterpolationData(o->getAnimProgress(), true);
|
||||
//}
|
||||
const Vec3f &v= o->getConstPos();
|
||||
|
||||
if(colorPickingSelection == false) {
|
||||
|
Reference in New Issue
Block a user