diff options
author | Campbell Barton <ideasman42@gmail.com> | 2010-10-05 15:16:07 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2010-10-05 15:16:07 +0400 |
commit | a7258c96512d45f2392e13f5d5c8fb6edf651a00 (patch) | |
tree | 4f96dcd8267172fba0bb57752330e581ae7d6690 /source/blender/gpu | |
parent | 9c91affd6f91b6c2db2af308bd5c103c9a466acd (diff) |
- fix for crash when drawing a subsurf after a modifier that lost original indices (bevel/screw/decimate)
- fix for own mistake used madd_v3_v3fl rather then mul_v3_v3fl, r32241.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index e8701793e5d..55522ea18b9 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -911,10 +911,10 @@ static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, } } else { - madd_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit); + mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit); smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */ - madd_v3_v3fl(smat->spec, &bmat->specr, bmat->spec); + mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec); smat->spec[3]= 1.0; /* always 1 */ smat->hard= CLAMPIS(bmat->har, 0, 128); @@ -1043,10 +1043,10 @@ int GPU_enable_material(int nr, void *attribs) memset(&GMS, 0, sizeof(GMS)); - madd_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit); + mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit); diff[3]= 1.0; - madd_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec); + mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec); spec[3]= 1.0; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff); @@ -1286,7 +1286,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4 } /* setup energy */ - madd_v3_v3fl(energy, &la->r, la->energy); + mul_v3_v3fl(energy, &la->r, la->energy); energy[3]= 1.0; glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy); |