. the massive renaming undertaking: camelCase functions -> PascalCase.
. add some cppdoc.
. minor additional renaming improvements: e.g. GetIsClosed -> IsClosed
. in entity code, replace constructs like "pvec = new vector; return
pvec; use *pvec; delete pvec" with a simple stack variable passed as
output parameter (avoid unnecessary dynamic allocs)
. timer: simpler handling of raw ticks vs normal timer (less #if)

This was SVN commit r5017.
This commit is contained in:
janwas
2007-05-02 12:07:08 +00:00
parent b86ea0a1b5
commit 73683b6109
140 changed files with 2627 additions and 2672 deletions
+15 -15
View File
@@ -182,8 +182,8 @@ CMaterial &CMaterialManager::LoadMaterial(const char *file)
if(xeroFile.Load(file) != PSRETURN_OK)
return NullMaterial;
#define EL(x) int el_##x = xeroFile.getElementID(#x)
#define AT(x) int at_##x = xeroFile.getAttributeID(#x)
#define EL(x) int el_##x = xeroFile.GetElementID(#x)
#define AT(x) int at_##x = xeroFile.GetAttributeID(#x)
EL(texture);
EL(vertexprogram);
EL(fragmentprogram);
@@ -204,52 +204,52 @@ CMaterial &CMaterialManager::LoadMaterial(const char *file)
CMaterial *material = NULL;
try
{
XMBElement root = xeroFile.getRoot();
XMBElementList childNodes = root.getChildNodes();
XMBElement root = xeroFile.GetRoot();
XMBElementList childNodes = root.GetChildNodes();
material = new CMaterial();
for(int i = 0; i < childNodes.Count; i++)
{
XMBElement node = childNodes.item(i);
int token = node.getNodeName();
XMBAttributeList attrs = node.getAttributes();
XMBElement node = childNodes.Item(i);
int token = node.GetNodeName();
XMBAttributeList attrs = node.GetAttributes();
CStr temp;
if(token == el_texture)
{
CStr value(node.getText());
CStr value(node.GetText());
material->SetTexture(value);
}
else if(token == el_vertexprogram)
{
CStr value(node.getText());
CStr value(node.GetText());
material->SetVertexProgram(value);
}
else if(token == el_fragmentprogram)
{
CStr value(node.getText());
CStr value(node.GetText());
material->SetFragmentProgram(value);
}
else if(token == el_colors)
{
temp = (CStr)attrs.getNamedItem(at_diffuse);
temp = (CStr)attrs.GetNamedItem(at_diffuse);
if(! temp.empty())
material->SetDiffuse(ParseColor(temp));
temp = (CStr)attrs.getNamedItem(at_ambient);
temp = (CStr)attrs.GetNamedItem(at_ambient);
if(! temp.empty())
material->SetAmbient(ParseColor(temp));
temp = (CStr)attrs.getNamedItem(at_specular);
temp = (CStr)attrs.GetNamedItem(at_specular);
if(! temp.empty())
material->SetSpecular(ParseColor(temp));
temp = (CStr)attrs.getNamedItem(at_specularpower);
temp = (CStr)attrs.GetNamedItem(at_specularpower);
if(! temp.empty())
material->SetSpecularPower(ClampFloat(temp.ToFloat(), 0.0f, 1.0f));
}
else if(token == el_alpha)
{
temp = (CStr)attrs.getNamedItem(at_usage);
temp = (CStr)attrs.GetNamedItem(at_usage);
// Determine whether the alpha is used for basic transparency or player color
if (temp == "playercolor")