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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-05-29 09:53:33 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-05-30 03:22:44 +0400
commit54e054cce4b013bc70df56059bf0fcd4bfee9827 (patch)
tree41f5de11763ed0de0e54a5c190b5fe404865d0e1 /source/blender/gpu/GPU_material.h
parent53424ec0ff664829ff4973a013f605d342838d21 (diff)
Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.
Using layer visibility in active render layer makes more accurate preview but can cause problems in some cases: https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1 GLSL lamps now ignore layer visibility if lock_camera_and_layers is OFF or game engine is running. The material lamp group still works unconditionally though.
Diffstat (limited to 'source/blender/gpu/GPU_material.h')
-rw-r--r--source/blender/gpu/GPU_material.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 1011ac80901..a1c249d7f00 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -137,7 +137,7 @@ void GPU_material_free(struct Material *ma);
void GPU_materials_free(void);
bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4]);
+void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock);
void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale);
void GPU_material_unbind(GPUMaterial *material);
int GPU_material_bound(GPUMaterial *material);