diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-08-03 20:02:56 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-08-03 20:02:56 +0400 |
commit | 56d3bfc28a15419ad9bec357ea317200e9f47daa (patch) | |
tree | bdc7bfded504e9edb743fffba9a75a0da3443a2f | |
parent | 0253b73fcbad23708a9f88d760f051aafee489fd (diff) |
apricot branch: fix a bug with the export of the second uv layer
to the game engine for GLSL.
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 54e6884be20..b99ba0c3b89 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -644,6 +644,7 @@ BL_Material* ConvertMaterial( for (int vind = 0; vind<material->num_enabled; vind++) { BL_Mapping &map = material->mapping[vind]; + if (map.uvCoName.IsEmpty()) isFirstSet = false; else @@ -673,7 +674,7 @@ BL_Material* ConvertMaterial( isFirstSet = false; uvName = layer.name; } - else + else if(strcmp(layer.name, uvName) != 0) { uv2[0] = uvSet[0]; uv2[1] = uvSet[1]; uv2[2] = uvSet[2]; uv2[3] = uvSet[3]; |