diff options
author | Daniel Stokes <kupomail@gmail.com> | 2013-12-18 02:42:47 +0400 |
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committer | kupoman <kupomail@gmail.com> | 2013-12-18 05:03:27 +0400 |
commit | e9e08a1d12594eab0e341049fc252ff8578e9333 (patch) | |
tree | ac7c15959b03398babb68058f3824c2a4dbff5b7 /source/blender/gpu/intern/gpu_draw.c | |
parent | 173f7a3d30db8cba95656bf03dc842b9300c2436 (diff) |
Game Engine: Level of detail support and tools
Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.
Reviewed By: moguri, nexyon, brecht
Differential Revision: http://developer.blender.org/D109
Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index ee59cf418bf..1f0e20a9210 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -1392,6 +1392,8 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O int gamma = BKE_scene_check_color_management_enabled(scene); int new_shading_nodes = BKE_scene_use_new_shading_nodes(scene); int use_matcap = (v3d->flag2 & V3D_SHOW_SOLID_MATCAP); /* assumes v3d->defmaterial->preview is set */ + + ob = BKE_object_lod_matob_get(ob, scene); /* initialize state */ memset(&GMS, 0, sizeof(GMS)); |