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chore: fix formatting in files touched by
refactor/remove-BasicTypeContainers
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f1ae42c659
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@ -2280,7 +2280,7 @@ void ClientConnection::handlePreLogin(std::shared_ptr<PreLoginPacket> packet) {
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// it's already locked by this thread
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// Minecraft::GetInstance()->connectionDisconnected(
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// m_userIndex , reason ); done = true;
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// connection->flush(); connection->close(reason);
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// connection->flush(); connection->close(reason);
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// app.SetAction(m_userIndex,eAppAction_ExitPlayer);
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// 4J-PB - doing this instead
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@ -172,9 +172,9 @@ void Tesselator_SPU::end() {
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// if (!hasColor)
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// {
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// // 4J - TEMP put in fixed vertex colors if we don't have
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// any, until we have a shader that can cope without them unsigned int
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// *pColData = (unsigned int *)_array->data; pColData += 5; for( int i = 0;
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// i < vertices; i++ )
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// any, until we have a shader that can cope without them
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// unsigned int *pColData = (unsigned int *)_array->data;
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// pColData += 5; for( int i = 0; i < vertices; i++ )
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// {
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// *pColData = 0xffffffff;
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// pColData += 8;
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@ -355,7 +355,7 @@ void Tesselator_SPU::vertexUV(float x, float y, float z, float u, float v) {
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// where: cccc is a 15-bit (5 bits per x/y/z) origin position / offset
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// for the whole quad. Each
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// component is unsigned, and offset by 16
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//so has a range 0 to 31 actually representing -16 to 15
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// so has a range 0 to 31 actually representing -16 to 15
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// xx,yy,zz are 8-bit deltas from this origin to each vertex. These are
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// unsigned 1.7 fixed point, ie
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// representing a range of 0 to 1.9921875
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@ -364,14 +364,16 @@ void Tesselator_SPU::vertexUV(float x, float y, float z, float u, float v) {
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// v required by the quad ud,vd are 8-bit unsigned fixed pont
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// UV deltas, which can be added to umin/vmin to get umax, vmax
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// and therefore define the 4 corners of
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//an axis aligned UV mapping
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// an axis aligned UV mapping
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// i is a code per vertex that indicates which of umin/umax
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// should be used for u, and which
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// of vmin/vmax should be used for v for
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//this vertex. The coding is: 0 - u = umin, v = vmin 1 - u = umin, v = vmax 2 -
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//u = umax, v = vmin 3 - u = umax, v = vmax 4 - not axis aligned, use uv stored
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//in the vertex data 4 on from this one ll is an 8-bit (4 bit per
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//u/v) index into the current lighting texture
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// this vertex. The coding is: 0 - u =
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// umin, v = vmin 1 - u = umin, v
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// = vmax 2 - u = umax, v = vmin
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// 3 - u = umax, v = vmax 4 - not
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// axis aligned, use uv stored in the vertex data 4 on from this one ll
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// is an 8-bit (4 bit per u/v) index into the current lighting texture
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//
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// For quads that don't have axis aligned UVs (ie have a code for 4 in i as
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// described above) the 8 byte vertex is followed by a further 8 bytes which
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@ -4,7 +4,8 @@
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#include "LevelSoundPacket.h"
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#include <limits>
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const float LevelSoundPacket::PITCH_ACCURACY = std::numeric_limits<char>::max() / 2.0;
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const float LevelSoundPacket::PITCH_ACCURACY =
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std::numeric_limits<char>::max() / 2.0;
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const float LevelSoundPacket::LOCATION_ACCURACY = 8.0f;
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LevelSoundPacket::LevelSoundPacket() {
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