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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-01-17 16:02:00 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-01-17 21:23:44 +0400
commit09ce3c18ee70cfc99e36351518095ea6b70a6837 (patch)
tree3ea4ccc0d2b01151760869a72210cac0d0d85d61 /source/blender/gpu
parent8b6b42b694322c374f4cc9eebd3760b742826eca (diff)
Blender Internal: Tweak GLSL preview of the spot lamp to use shadow buffer also for ray shadows, to solve inconsistency with the sun lamp.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_material.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 3c4bfdf2bed..a746ac63bda 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1779,7 +1779,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
la = ob->data;
gpu_lamp_from_blender(scene, ob, par, la, lamp);
- if ((la->type==LA_SPOT && (la->mode & LA_SHAD_BUF)) || (la->type==LA_SUN && (la->mode & LA_SHAD_RAY))) {
+ if ((la->type==LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) || (la->type==LA_SUN && (la->mode & LA_SHAD_RAY))) {
/* opengl */
lamp->fb = GPU_framebuffer_create();
if (!lamp->fb) {