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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-08-03 20:02:56 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-08-03 20:02:56 +0400
commit56d3bfc28a15419ad9bec357ea317200e9f47daa (patch)
treebdc7bfded504e9edb743fffba9a75a0da3443a2f
parent0253b73fcbad23708a9f88d760f051aafee489fd (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.cpp3
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];