Ran script to remove trailing spaces and tabs
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@@ -30,7 +30,7 @@ VBSPGeometry::VBSPGeometry(VBSPData * bspData)
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disp_normal_array = new Vec3Array();
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disp_texcoord_array = new Vec2Array();
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disp_vertex_attr_array = new Vec4Array();
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// Create a second primitive set for drawing indexed triangles, which is
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// the quickest method for drawing the displacement surfaces
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disp_primitive_set = new DrawElementsUInt(PrimitiveSet::TRIANGLES);
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@@ -42,7 +42,7 @@ VBSPGeometry::~VBSPGeometry()
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}
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bool VBSPGeometry::doesEdgeExist(int row, int col, int direction,
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bool VBSPGeometry::doesEdgeExist(int row, int col, int direction,
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int vertsPerEdge)
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{
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// See if there is an edge on the displacement surface from the given
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@@ -278,14 +278,14 @@ void VBSPGeometry::createDispSurface(Face & face, DisplaceInfo & dispInfo)
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osg::Vec2 texCoord;
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float alphaBlend;
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unsigned char edgeBits;
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// Get the texture info for this face
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currentTexInfo = bsp_data->getTexInfo(face.texinfo_index);
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currentTexData = bsp_data->getTexData(currentTexInfo.texdata_index);
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// Get the texture vectors and offsets. These are used to calculate
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// texture coordinates
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// texture coordinates
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texU.set(currentTexInfo.texture_vecs[0][0],
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currentTexInfo.texture_vecs[0][1],
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currentTexInfo.texture_vecs[0][2]);
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@@ -299,7 +299,7 @@ void VBSPGeometry::createDispSurface(Face & face, DisplaceInfo & dispInfo)
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texU *= 39.37f;
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texV *= 39.37f;
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// Get the size of the texture involved, as the planar texture projection
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// Get the size of the texture involved, as the planar texture projection
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// assumes non-normalized texture coordinates
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texUScale = 1.0f / (float)currentTexData.texture_width;
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texVScale = 1.0f / (float)currentTexData.texture_height;
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@@ -404,7 +404,7 @@ void VBSPGeometry::createDispSurface(Face & face, DisplaceInfo & dispInfo)
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// Calculate the displaced vertex
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dispVertex =
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dispVertInfo.displace_vec *
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dispVertInfo.displace_vec *
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(dispVertInfo.displace_dist * 0.0254);
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dispVertex += flatVertex;
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@@ -547,7 +547,7 @@ void VBSPGeometry::addFace(int faceIndex)
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currentTexData = bsp_data->getTexData(currentTexInfo.texdata_index);
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// Get the texture vectors and offsets. These are used to calculate
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// texture coordinates
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// texture coordinates
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texU.set(currentTexInfo.texture_vecs[0][0],
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currentTexInfo.texture_vecs[0][1],
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currentTexInfo.texture_vecs[0][2]);
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