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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /source/blender/blenkernel/intern/material.c
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (diff)
Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
Diffstat (limited to 'source/blender/blenkernel/intern/material.c')
-rw-r--r--source/blender/blenkernel/intern/material.c8
1 files changed, 2 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index f80f726607b..fee91865d35 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -200,11 +200,7 @@ void BKE_material_init(Material *ma)
ma->vol.ms_spread = 0.2f;
ma->vol.ms_diff = 1.f;
ma->vol.ms_intensity = 1.f;
-
- ma->game.flag = GEMAT_BACKCULL;
- ma->game.alpha_blend = 0;
- ma->game.face_orientation = 0;
-
+
ma->mode = MA_TRACEBLE | MA_SHADBUF | MA_SHADOW | MA_RAYBIAS | MA_TANGENT_STR | MA_ZTRANSP;
ma->mode2 = MA_CASTSHADOW;
ma->shade_flag = MA_APPROX_OCCLUSION;
@@ -1285,7 +1281,7 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
short index = 0, i;
bool use_nodes = BKE_scene_use_new_shading_nodes(scene);
- bool is_bi = BKE_scene_uses_blender_internal(scene) || BKE_scene_uses_blender_game(scene);
+ bool is_bi = BKE_scene_uses_blender_internal(scene);
/* XXX, for 2.8 testing & development its useful to have non Cycles/BI engines use material nodes
* In the future we may have some way to check this which each engine can define.