@@ -760,9 +760,9 @@ void DX8RigidFVFCategoryContainer::Render(void)
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DX8Wrapper::Set_Vertex_Buffer (vertex_buffer);
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DX8Wrapper::Set_Index_Buffer (index_buffer,0 );
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- SNAPSHOT_SAY ((" DX8RigidFVFCategoryContainer::Render()\n " ));
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+ SNAPSHOT_SAY ((" DX8RigidFVFCategoryContainer::Render()" ));
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for (unsigned p=0 ;p<passes;++p) {
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- SNAPSHOT_SAY ((" Pass: %d\n " ,p));
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+ SNAPSHOT_SAY ((" Pass: %d" ,p));
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while (DX8TextureCategoryClass * tex = visible_texture_category_list[p].Remove_Head ()) {
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tex->Render ();
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}
@@ -1237,9 +1237,9 @@ void DX8SkinFVFCategoryContainer::Log(bool only_visible)
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void DX8SkinFVFCategoryContainer::Render (void )
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{
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- SNAPSHOT_SAY ((" DX8SkinFVFCategoryContainer::Render()\n " ));
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+ SNAPSHOT_SAY ((" DX8SkinFVFCategoryContainer::Render()" ));
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if (!Anything_To_Render ()) {
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- SNAPSHOT_SAY ((" Nothing to render\n " ));
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+ SNAPSHOT_SAY ((" Nothing to render" ));
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return ;
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}
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AnythingToRender=false ;
@@ -1258,7 +1258,7 @@ void DX8SkinFVFCategoryContainer::Render(void)
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sorting ? BUFFER_TYPE_DYNAMIC_SORTING : BUFFER_TYPE_DYNAMIC_DX8,
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dynamic_fvf_type,
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maxVertexCount);
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- SNAPSHOT_SAY ((" DynamicVBAccess - %s - %d vertices\n " ,sorting ? " sorting" : " non-sorting" ,VisibleVertexCount));
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+ SNAPSHOT_SAY ((" DynamicVBAccess - %s - %d vertices" ,sorting ? " sorting" : " non-sorting" ,VisibleVertexCount));
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unsigned int renderedVertexCount=0 ;
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@@ -1347,14 +1347,14 @@ void DX8SkinFVFCategoryContainer::Render(void)
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} // while
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}// lock
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- SNAPSHOT_SAY ((" Set vb: %x ib: %x\n " ,&vb.FVF_Info (),index_buffer));
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+ SNAPSHOT_SAY ((" Set vb: %x ib: %x" ,&vb.FVF_Info (),index_buffer));
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DX8Wrapper::Set_Vertex_Buffer (vb);
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DX8Wrapper::Set_Index_Buffer (index_buffer,0 );
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// Flush the meshes which fit in the vertex buffer, applying all texture variations
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for (unsigned pass=0 ;pass<passes;++pass) {
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- SNAPSHOT_SAY ((" Pass: %d\n " ,pass));
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+ SNAPSHOT_SAY ((" Pass: %d" ,pass));
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TextureCategoryListIterator it (&visible_texture_category_list[pass]);
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while (!it.Is_Done ()) {
@@ -1632,19 +1632,19 @@ void DX8TextureCategoryClass::Render(void)
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#endif
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for (unsigned i=0 ;i<MAX_TEXTURE_STAGES;++i) {
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- SNAPSHOT_SAY ((" Set_Texture(%d,%s)\n " ,i,Peek_Texture (i) ? Peek_Texture (i)->Get_Texture_Name ().str () : " NULL" ));
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+ SNAPSHOT_SAY ((" Set_Texture(%d,%s)" ,i,Peek_Texture (i) ? Peek_Texture (i)->Get_Texture_Name ().str () : " NULL" ));
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DX8Wrapper::Set_Texture (i,Peek_Texture (i));
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}
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#ifdef WWDEBUG
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}
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#endif
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- SNAPSHOT_SAY ((" Set_Material(%s)\n " ,Peek_Material () ? Peek_Material ()->Get_Name () : " NULL" ));
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+ SNAPSHOT_SAY ((" Set_Material(%s)" ,Peek_Material () ? Peek_Material ()->Get_Name () : " NULL" ));
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VertexMaterialClass *vmaterial=(VertexMaterialClass *)Peek_Material (); // ugly cast from const but we'll restore it after changes so okay. -MW
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DX8Wrapper::Set_Material (vmaterial);
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- SNAPSHOT_SAY ((" Set_Shader(%x)\n " ,Get_Shader ().Get_Bits ()));
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+ SNAPSHOT_SAY ((" Set_Shader(%x)" ,Get_Shader ().Get_Bits ()));
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ShaderClass theShader = Get_Shader ();
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// Setup an alpha blend version of this shader just in case it's needed. -MW
@@ -1690,7 +1690,7 @@ void DX8TextureCategoryClass::Render(void)
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continue ;
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}
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- SNAPSHOT_SAY ((" mesh = %s\n " ,mesh->Get_Name ()));
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+ SNAPSHOT_SAY ((" mesh = %s" ,mesh->Get_Name ()));
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#ifdef WWDEBUG
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// Debug rendering: if it exists, expose prelighting on this mesh by disabling all base textures.
@@ -1745,11 +1745,11 @@ void DX8TextureCategoryClass::Render(void)
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*/
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LightEnvironmentClass * lenv = mesh->Get_Lighting_Environment ();
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if (lenv != NULL ) {
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- SNAPSHOT_SAY ((" LightEnvironment, lights: %d\n " ,lenv->Get_Light_Count ()));
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+ SNAPSHOT_SAY ((" LightEnvironment, lights: %d" ,lenv->Get_Light_Count ()));
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DX8Wrapper::Set_Light_Environment (lenv);
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}
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else {
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- SNAPSHOT_SAY ((" No light environment\n " ));
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+ SNAPSHOT_SAY ((" No light environment" ));
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}
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/*
@@ -1760,7 +1760,7 @@ void DX8TextureCategoryClass::Render(void)
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Matrix3D tmp_world;
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if (mesh->Peek_Model ()->Get_Flag (MeshModelClass::ALIGNED)) {
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- SNAPSHOT_SAY ((" Camera mode ALIGNED\n " ));
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+ SNAPSHOT_SAY ((" Camera mode ALIGNED" ));
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Vector3 mesh_position;
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Vector3 camera_z_vector;
@@ -1772,7 +1772,7 @@ void DX8TextureCategoryClass::Render(void)
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world_transform = &tmp_world;
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} else if (mesh->Peek_Model ()->Get_Flag (MeshModelClass::ORIENTED)) {
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- SNAPSHOT_SAY ((" Camera mode ORIENTED\n " ));
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+ SNAPSHOT_SAY ((" Camera mode ORIENTED" ));
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Vector3 mesh_position;
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Vector3 camera_position;
@@ -1784,7 +1784,7 @@ void DX8TextureCategoryClass::Render(void)
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world_transform = &tmp_world;
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} else if (mesh->Peek_Model ()->Get_Flag (MeshModelClass::SKIN)) {
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- SNAPSHOT_SAY ((" Set world identity (for skin)\n " ));
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+ SNAPSHOT_SAY ((" Set world identity (for skin)" ));
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tmp_world.Make_Identity ();
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world_transform = &tmp_world;
@@ -1793,11 +1793,11 @@ void DX8TextureCategoryClass::Render(void)
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if (identity) {
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- SNAPSHOT_SAY ((" Set_World_Identity\n " ));
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+ SNAPSHOT_SAY ((" Set_World_Identity" ));
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DX8Wrapper::Set_World_Identity ();
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}
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else {
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- SNAPSHOT_SAY ((" Set_World_Transform\n " ));
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+ SNAPSHOT_SAY ((" Set_World_Transform" ));
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DX8Wrapper::Set_Transform (D3DTS_WORLD,*world_transform);
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}
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