diff options
author | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-05-29 09:53:33 +0400 |
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committer | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-05-30 03:22:44 +0400 |
commit | 54e054cce4b013bc70df56059bf0fcd4bfee9827 (patch) | |
tree | 41f5de11763ed0de0e54a5c190b5fe404865d0e1 /source/blender/gpu/GPU_material.h | |
parent | 53424ec0ff664829ff4973a013f605d342838d21 (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.h | 2 |
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); |