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authorMitchell Stokes <mogurijin@gmail.com>2012-12-24 07:13:53 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-12-24 07:13:53 +0400
commita1c9241797b003979c1da747e217e875c497c775 (patch)
treef5be743fa99e6ea7236e848b0f1d04f5c5d5772a /source/blender/makesdna/DNA_scene_types.h
parent119665d5b7b61f1924b4f0bf89fe1cff00017eed (diff)
BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune).
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options: 1) Fix up their materials so they are properly using textures 2) Disable the material caching and take a speed hit during conversion time Regardless of the setting, caching is always enabled for GLSL materials.
Diffstat (limited to 'source/blender/makesdna/DNA_scene_types.h')
-rw-r--r--source/blender/makesdna/DNA_scene_types.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index 5e06a3084ac..5af116df772 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -693,6 +693,7 @@ typedef struct GameData {
#define GAME_SHOW_MOUSE (1 << 14)
#define GAME_GLSL_NO_COLOR_MANAGEMENT (1 << 15)
#define GAME_SHOW_OBSTACLE_SIMULATION (1 << 16)
+#define GAME_NO_MATERIAL_CACHING (1 << 17)
/* Note: GameData.flag is now an int (max 32 flags). A short could only take 16 flags */
/* GameData.playerflag */