diff options
author | Campbell Barton <ideasman42@gmail.com> | 2008-09-21 08:39:40 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2008-09-21 08:39:40 +0400 |
commit | 2064f5542ae8edf0c52bcc104f10696f5b6e3659 (patch) | |
tree | 2fd0555aba609d6be2969f92113fc1f0b9400583 | |
parent | deba5ab9a72ad09d935c29790f4af57c9bcb2a3a (diff) |
set the visibility state based on the objects render option in the outliner.
- saves adding UV's to faces just to set the invisibility option or having an logic bricks to set the visibility state.
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index ae9b8602500..daa67b147c3 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1601,6 +1601,8 @@ static KX_GameObject *gameobject_from_blenderobject( gameobj->SetPhysicsEnvironment(kxscene->GetPhysicsEnvironment()); gameobj->SetLayer(ob->lay); gameobj->SetBlenderObject(ob); + /* set the visibility state based on the objects render option in the outliner */ + if(ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0); } return gameobj; } |