if(mesh)
{
OGLMesh oglMesh = mesh.data;
+ bool collectingHits = display.display3D && display.display3D.collectingHits;
// *** Vertex Stream ***
GLEnableClientState(VERTICES);
- if(!display.display3D.collectingHits && oglMesh)
+ if(!collectingHits && oglMesh)
{
oglMesh.vertices.use(vertex, 3, (mesh.flags.doubleVertices ? GL_DOUBLE : GL_FLOAT), 0, oglMesh.vertices.buffer ? null : (double *)mesh.vertices);
else
{
noAB.use(vertex, 3, (mesh.flags.doubleVertices ? GL_DOUBLE : GL_FLOAT), 0, (double *)mesh.vertices);
- if((mesh.normals || mesh.flags.normals) && !display.display3D.collectingHits)
+ if((mesh.normals || mesh.flags.normals) && !collectingHits)
{
GLEnableClientState(NORMALS);
noAB.use(normal, 3, GL_FLOAT, 0, mesh.normals);
#if ENABLE_GL_SHADERS
if(glCaps_shaders)
{
- if((mesh.tangents || mesh.flags.tangents) && !display.display3D.collectingHits)
+ if((mesh.tangents || mesh.flags.tangents) && !collectingHits)
{
GLEnableClientState(TANGENTS1);
GLEnableClientState(TANGENTS2);
}
#endif
- if((mesh.texCoords || mesh.flags.texCoords1) && !display.display3D.collectingHits)
+ if((mesh.texCoords || mesh.flags.texCoords1) && !collectingHits)
{
GLEnableClientState(TEXCOORDS);
noAB.use(texCoord, 2, GL_FLOAT, 0, mesh.texCoords);
#if ENABLE_GL_FFP
if(!glCaps_shaders)
{
- if((mesh.lightVectors || mesh.flags.lightVectors) && !display.display3D.collectingHits)
+ if((mesh.lightVectors || mesh.flags.lightVectors) && !collectingHits)
{
GLEnableClientState(LIGHTVECTORS);
noAB.use(lightVector, 3, GL_FLOAT, sizeof(ColorRGB), mesh.lightVectors);
}
else
#endif
- if((mesh.colors || mesh.flags.colors) && !display.display3D.collectingHits)
+ if((mesh.colors || mesh.flags.colors) && !collectingHits)
{
GLEnableClientState(COLORS);
noAB.use(color, 4, GL_FLOAT, 0, mesh.colors);
else
{
OGLIndices oglIndices = primitive->data;
- GLEAB eab = ((!display.display3D.collectingHits && oglIndices && glCaps_vertexBuffer) ? oglIndices.buffer : noEAB);
+ bool collectingHits = display.display3D && display.display3D.collectingHits;
+ GLEAB eab = ((!collectingHits && oglIndices && glCaps_vertexBuffer) ? oglIndices.buffer : noEAB);
if(!glCaps_intAndDouble && !glCaps_vertexBuffer && primitive->type.indices32bit)
{
uint16 * temp = new uint16[primitive->nIndices];
void SetTransform(Display display, Matrix transMatrix, bool viewSpace, bool useCamera)
{
Matrix matrix = transMatrix;
- Camera camera = useCamera ? display.display3D.camera : null;
+ Camera camera = useCamera && display.display3D ? display.display3D.camera : null;
if(viewSpace)
{