diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /source/blender/editors/space_view3d/view3d_draw_legacy.c | |
parent | 28b996a9d2090efdd74115a653629ef9d7d871f7 (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/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw_legacy.c | 33 |
1 files changed, 1 insertions, 32 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c index dcdcf95bf86..807a4f212f6 100644 --- a/source/blender/editors/space_view3d/view3d_draw_legacy.c +++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c @@ -990,12 +990,6 @@ static void draw_dupli_objects_color( /* Make sure lod is updated from dupli's position */ savedlod = dob->ob->currentlod; -#ifdef WITH_GAMEENGINE - if (rv3d->rflag & RV3D_IS_GAME_ENGINE) { - BKE_object_lod_update(dob->ob, rv3d->viewinv[3]); - } -#endif - /* extra service: draw the duplicator in drawtype of parent, minimum taken * to allow e.g. boundbox box objects in groups for LOD */ dt = tbase.object->dt; @@ -1467,9 +1461,7 @@ CustomDataMask ED_view3d_datamask(const Scene *scene, const View3D *v3d) mask |= CD_MASK_ORCO; } else { - if ((scene->gm.matmode == GAME_MAT_GLSL && drawtype == OB_TEXTURE) || - (drawtype == OB_MATERIAL)) - { + if (drawtype == OB_MATERIAL) { mask |= CD_MASK_ORCO; } } @@ -1925,19 +1917,6 @@ static void view3d_main_region_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ED_region_info_draw(ar, rv3d->render_engine->text, fill_color, true); } -#ifdef WITH_GAMEENGINE -static void update_lods(Scene *scene, float camera_pos[3]) -{ - Scene *sce_iter; - Base *base; - - for (SETLOOPER(scene, sce_iter, base)) { - Object *ob = base->object; - BKE_object_lod_update(ob, camera_pos); - } -} -#endif - static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, ViewLayer *view_layer, View3D *v3d, ARegion *ar, const char **grid_unit) { @@ -1964,16 +1943,6 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Vie VP_legacy_view3d_main_region_setup_view(depsgraph, scene, v3d, ar, NULL, NULL); } - rv3d->rflag &= ~RV3D_IS_GAME_ENGINE; -#ifdef WITH_GAMEENGINE - if (STREQ(scene->view_render.engine_id, RE_engine_id_BLENDER_GAME)) { - rv3d->rflag |= RV3D_IS_GAME_ENGINE; - - /* Make sure LoDs are up to date */ - update_lods(scene, rv3d->viewinv[3]); - } -#endif - /* main drawing call */ view3d_draw_objects(C, depsgraph, scene, v3d, ar, grid_unit, true, false); |