diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-08-18 19:27:48 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-08-18 19:27:48 +0400 |
commit | 368262461641f23239c1a7bd2e6fa9d5057902e7 (patch) | |
tree | d16e6982db7cf207d380d06f354791ca78e71257 /source/blender/editors | |
parent | ede954b93821e3eda5e30ce362ce8472ee17368d (diff) |
2.5: Game Engine
* Added Shading and Performance panels in the scene buttons,
containing the options previously in the 2.4x game menu.
* Added show framerate/debug/physics/warnings back in game menu.
* Moved these settings from G.fileflags to scene GameData.
* Enabled Display Lists by default.
* Some other small game scene button tweaks.
Diffstat (limited to 'source/blender/editors')
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 3 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 8 |
2 files changed, 4 insertions, 7 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index cb07796ed67..466b55ba862 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -216,8 +216,7 @@ int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt) if(ob==OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT)) return 0; - return ((G.fileflags & G_FILE_GAME_MAT) && - (G.fileflags & G_FILE_GAME_MAT_GLSL) && (dt >= OB_SHADED)); + return (scene->gm.matmode == GAME_MAT_GLSL) && (dt >= OB_SHADED); } static int check_material_alpha(Base *base, Mesh *me, int glsl) diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 01bc330267d..3140ae76d4b 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -1855,7 +1855,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d) /* *********************** customdata **************** */ /* goes over all modes and view3d settings */ -static CustomDataMask get_viewedit_datamask(bScreen *screen, Object *ob) +static CustomDataMask get_viewedit_datamask(bScreen *screen, Scene *scene, Object *ob) { CustomDataMask mask = CD_MASK_BAREMESH; ScrArea *sa; @@ -1875,10 +1875,8 @@ static CustomDataMask get_viewedit_datamask(bScreen *screen, Object *ob) if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) { mask |= CD_MASK_MTFACE | CD_MASK_MCOL; - if((G.fileflags & G_FILE_GAME_MAT) && - (G.fileflags & G_FILE_GAME_MAT_GLSL)) { + if(scene->gm.matmode == GAME_MAT_GLSL) mask |= CD_MASK_ORCO; - } } } } @@ -1909,7 +1907,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar) char *grid_unit= NULL; /* from now on all object derived meshes check this */ - v3d->customdata_mask= get_viewedit_datamask(CTX_wm_screen(C), obact); + v3d->customdata_mask= get_viewedit_datamask(CTX_wm_screen(C), scene, obact); /* shadow buffers, before we setup matrices */ if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype)) |