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author | Mitchell Stokes <mogurijin@gmail.com> | 2013-03-02 22:05:52 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2013-03-02 22:05:52 +0400 |
commit | db6d34daada73edf013f94f3cc545f46e8707ecb (patch) | |
tree | 40eb4950f676a1430a7d20aae4a3b2a20055cb22 | |
parent | c718f0d658173a126836657b7ca1fc32662a8847 (diff) |
BGE: Fix for bugs #34428, #20856, #20281. These were all multi-uv bugs caused by the BGE keeping too much uv information. When setting up shaders the BGE assumes each UV layer is unique, but the converter would store duplicates.
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index f861b105ba3..e3fd662e16f 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -35,6 +35,8 @@ #endif #include <math.h> +#include <vector> +#include <algorithm> #include "BL_BlenderDataConversion.h" #include "KX_BlenderGL.h" @@ -506,12 +508,17 @@ static void GetUVs(BL_Material *material, MTF_localLayer *layers, MFace *mface, uvs[0][0] = uvs[1][0] = uvs[2][0] = uvs[3][0] = MT_Point2(0.f, 0.f); } + vector<STR_String> found_layers; + for (int vind = 0; vind<MAXTEX; vind++) { BL_Mapping &map = material->mapping[vind]; if (!(map.mapping & USEUV)) continue; + if (std::find(found_layers.begin(), found_layers.end(), map.uvCoName) != found_layers.end()) + continue; + //If no UVSet is specified, try grabbing one from the UV/Image editor if (map.uvCoName.IsEmpty() && tface) { @@ -544,6 +551,7 @@ static void GetUVs(BL_Material *material, MTF_localLayer *layers, MFace *mface, uvs[3][unit].setValue(0.0f, 0.0f); ++unit; + found_layers.push_back(map.uvCoName); break; } } |