just made some of the coding style more readable, a cosmetic whitespace change only.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1320 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2005-09-14 04:23:18 +00:00
parent 7e3bc6a2e1
commit ac99836c88

View file

@ -2048,7 +2048,8 @@ void R_RenderMeshBuffer ( meshbuffer_t *mb, qboolean shadowpass )
shader_t *shader;
shaderpass_t *pass;
if ( !numVerts ) {
if ( !numVerts )
{
return;
}
@ -2062,19 +2063,23 @@ void R_RenderMeshBuffer ( meshbuffer_t *mb, qboolean shadowpass )
shader = mb->shader;
r_lmtex = mb->infokey;
if ( currententity && !gl_state.in2d ) {
if ( currententity && !gl_state.in2d )
{
r_localShaderTime = r_refdef.time - currententity->shaderTime;
} else {
} else
{
r_localShaderTime = realtime;
}
R_SetShaderState ( shader );
if ( shader->numdeforms ) {
if ( shader->numdeforms )
{
R_DeformVertices ( mb );
}
if ( !numIndexes || shadowpass ) {
if ( !numIndexes || shadowpass )
{
return;
}
@ -2082,7 +2087,8 @@ void R_RenderMeshBuffer ( meshbuffer_t *mb, qboolean shadowpass )
for ( i = 0, pass = shader->passes; i < shader->numpasses; )
{
if ( !(pass->flags & SHADER_PASS_DETAIL) || r_detailtextures.value ) {
if ( !(pass->flags & SHADER_PASS_DETAIL) || r_detailtextures.value )
{
pass->flush ( mb, pass );
}