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author | Mitchell Stokes <mogurijin@gmail.com> | 2011-05-08 07:42:24 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-05-08 07:42:24 +0400 |
commit | 2aea765d6eebd0dccf355c83ed9cb0eac5965072 (patch) | |
tree | a408389f1f550a3e549b3b3aa0466f7f3c983f5a | |
parent | 0b03268c17fb4e2b094a01f8b6f43947e2f0826e (diff) |
Committing patch [#27133] "Fix for for Object Color in BGE" by Kupoman
The tracker description:
"This patch fixes this bug:
http://projects.blender.org/tracker/index.php?func=detail&aid=25487&group_id=9&atid=306
This was accomplished by making sure the KX_GameObject's object color gets set during the conversion process in the method gameobject_from_blenderobject. Otherwise all the values for object color default to 0. The reason adding an IPO worked as a work around is because it set the object color."
The bug report mentioned is bug [#25487] "BGE: Object Color only works when it has a keyed frame"
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 51ab4e4c399..a4fa91469a1 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1831,6 +1831,7 @@ static KX_GameObject *gameobject_from_blenderobject( { gameobj->SetLayer(ob->lay); gameobj->SetBlenderObject(ob); + gameobj->SetObjectColor(ob->col); /* set the visibility state based on the objects render option in the outliner */ if(ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0); } |