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authorTon Roosendaal <ton@blender.org>2004-06-30 22:54:09 +0400
committerTon Roosendaal <ton@blender.org>2004-06-30 22:54:09 +0400
commita8ef804146751f8b5ec0f83b411f4ab7d041ed84 (patch)
treee85a6e52b41f7774cf472171ee11783324eec991 /source/blender/blenloader/intern/writefile.c
parentc9b4585618ea72f61c4671d4734c9e48b6ce6745 (diff)
NEW: Ramp shades for diffuse and specular
http://www.blender3d.org/cms/Ramp_Shaders.348.0.html Material color and specular now can be defined by a Colorband. The actual color then is defined during shading based on: - shade value (like dotproduct) - energy value (dot product plus light) - normal - result of all shading (useful for adding stuff in the end) Special request from [A]ndy! :)
Diffstat (limited to 'source/blender/blenloader/intern/writefile.c')
-rw-r--r--source/blender/blenloader/intern/writefile.c5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/blenloader/intern/writefile.c b/source/blender/blenloader/intern/writefile.c
index 32249c1c46b..d1d66ae2e63 100644
--- a/source/blender/blenloader/intern/writefile.c
+++ b/source/blender/blenloader/intern/writefile.c
@@ -912,7 +912,10 @@ static void write_materials(WriteData *wd, ListBase *idbase)
for(a=0; a<8; a++) {
if(ma->mtex[a]) writestruct(wd, DATA, "MTex", 1, ma->mtex[a]);
}
-
+
+ if(ma->ramp_col) writestruct(wd, DATA, "ColorBand", 1, ma->ramp_col);
+ if(ma->ramp_spec) writestruct(wd, DATA, "ColorBand", 1, ma->ramp_spec);
+
write_scriptlink(wd, &ma->scriptlink);
}
ma= ma->id.next;