diff --git a/Minecraft.Client/Network/ClientConnection.cpp b/Minecraft.Client/Network/ClientConnection.cpp index 2311fb900..8494759de 100644 --- a/Minecraft.Client/Network/ClientConnection.cpp +++ b/Minecraft.Client/Network/ClientConnection.cpp @@ -2280,7 +2280,7 @@ void ClientConnection::handlePreLogin(std::shared_ptr packet) { // it's already locked by this thread // Minecraft::GetInstance()->connectionDisconnected( // m_userIndex , reason ); done = true; - // connection->flush(); connection->close(reason); + // connection->flush(); connection->close(reason); // app.SetAction(m_userIndex,eAppAction_ExitPlayer); // 4J-PB - doing this instead diff --git a/Minecraft.Client/Platform/PS3/SPU_Tasks/ChunkUpdate/Tesselator_SPU.cpp b/Minecraft.Client/Platform/PS3/SPU_Tasks/ChunkUpdate/Tesselator_SPU.cpp index 671c54ef1..a7df253e1 100644 --- a/Minecraft.Client/Platform/PS3/SPU_Tasks/ChunkUpdate/Tesselator_SPU.cpp +++ b/Minecraft.Client/Platform/PS3/SPU_Tasks/ChunkUpdate/Tesselator_SPU.cpp @@ -172,9 +172,9 @@ void Tesselator_SPU::end() { // if (!hasColor) // { // // 4J - TEMP put in fixed vertex colors if we don't have - // any, until we have a shader that can cope without them unsigned int - // *pColData = (unsigned int *)_array->data; pColData += 5; for( int i = 0; - // i < vertices; i++ ) + // any, until we have a shader that can cope without them + // unsigned int *pColData = (unsigned int *)_array->data; + // pColData += 5; for( int i = 0; i < vertices; i++ ) // { // *pColData = 0xffffffff; // pColData += 8; @@ -355,7 +355,7 @@ void Tesselator_SPU::vertexUV(float x, float y, float z, float u, float v) { // where: cccc is a 15-bit (5 bits per x/y/z) origin position / offset // for the whole quad. Each // component is unsigned, and offset by 16 -//so has a range 0 to 31 actually representing -16 to 15 +// so has a range 0 to 31 actually representing -16 to 15 // xx,yy,zz are 8-bit deltas from this origin to each vertex. These are // unsigned 1.7 fixed point, ie // representing a range of 0 to 1.9921875 @@ -364,14 +364,16 @@ void Tesselator_SPU::vertexUV(float x, float y, float z, float u, float v) { // v required by the quad ud,vd are 8-bit unsigned fixed pont // UV deltas, which can be added to umin/vmin to get umax, vmax // and therefore define the 4 corners of -//an axis aligned UV mapping +// an axis aligned UV mapping // i is a code per vertex that indicates which of umin/umax // should be used for u, and which // of vmin/vmax should be used for v for -//this vertex. The coding is: 0 - u = umin, v = vmin 1 - u = umin, v = vmax 2 - -//u = umax, v = vmin 3 - u = umax, v = vmax 4 - not axis aligned, use uv stored -//in the vertex data 4 on from this one ll is an 8-bit (4 bit per -//u/v) index into the current lighting texture +// this vertex. The coding is: 0 - u = +// umin, v = vmin 1 - u = umin, v +// = vmax 2 - u = umax, v = vmin +// 3 - u = umax, v = vmax 4 - not +// axis aligned, use uv stored in the vertex data 4 on from this one ll +// is an 8-bit (4 bit per u/v) index into the current lighting texture // // For quads that don't have axis aligned UVs (ie have a code for 4 in i as // described above) the 8 byte vertex is followed by a further 8 bytes which diff --git a/Minecraft.World/Network/Packets/LevelSoundPacket.cpp b/Minecraft.World/Network/Packets/LevelSoundPacket.cpp index 2afda89d8..269136de6 100644 --- a/Minecraft.World/Network/Packets/LevelSoundPacket.cpp +++ b/Minecraft.World/Network/Packets/LevelSoundPacket.cpp @@ -4,7 +4,8 @@ #include "LevelSoundPacket.h" #include -const float LevelSoundPacket::PITCH_ACCURACY = std::numeric_limits::max() / 2.0; +const float LevelSoundPacket::PITCH_ACCURACY = + std::numeric_limits::max() / 2.0; const float LevelSoundPacket::LOCATION_ACCURACY = 8.0f; LevelSoundPacket::LevelSoundPacket() {