Simple pass over the codebase to standardize the platform types.

This commit is contained in:
cpusci 2013-08-04 16:26:01 -05:00
parent c75d6feb20
commit 4c35fd37af
189 changed files with 824 additions and 824 deletions

View file

@ -196,7 +196,7 @@ namespace {
// Physics and collision constants
static F32 sRestTol = 0.5; // % of gravity energy to be at rest
static int sRestCount = 10; // Consecutive ticks before comming to rest
static S32 sRestCount = 10; // Consecutive ticks before comming to rest
const U32 sCollisionMoveMask = ( TerrainObjectType | PlayerObjectType |
StaticShapeObjectType | VehicleObjectType |
@ -1651,7 +1651,7 @@ void RigidShape::_renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState
GFX->getDrawUtil()->drawCube( desc, Point3F(0.1f,0.1f,0.1f), mDataBlock->massCenter, ColorI(255, 255, 255), &mRenderObjToWorld );
// Collision points...
for (int i = 0; i < mCollisionList.getCount(); i++)
for (S32 i = 0; i < mCollisionList.getCount(); i++)
{
const Collision& collision = mCollisionList[i];
GFX->getDrawUtil()->drawCube( desc, Point3F(0.05f,0.05f,0.05f), collision.point, ColorI(0, 0, 255) );
@ -1659,7 +1659,7 @@ void RigidShape::_renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState
// Render the normals as one big batch...
PrimBuild::begin(GFXLineList, mCollisionList.getCount() * 2);
for (int i = 0; i < mCollisionList.getCount(); i++)
for (S32 i = 0; i < mCollisionList.getCount(); i++)
{
const Collision& collision = mCollisionList[i];