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authorMitchell Stokes <mogurijin@gmail.com>2011-08-25 00:28:54 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-08-25 00:28:54 +0400
commit7fc26e0123e700113f340068a964c1a12133b7e1 (patch)
tree50a81047e60a7b8791181fb877915cee2a641ff2 /source/blender/makesdna/DNA_view3d_types.h
parent81a8f3e88592e6a570ab7e2f844c298a320480f5 (diff)
Committing patch #25675 "Make "Cast Buffer Shadows" option work in viewport and BGE" by me.
Description from the tracker: "It's really handy to be able to prevent an object/material from casting a shadow. So, I made use of the Cast Buffer Shadows option in the material settings, and made it work in the viewport and the BGE."
Diffstat (limited to 'source/blender/makesdna/DNA_view3d_types.h')
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 89b8bad2806..3c8d20a6f16 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -247,6 +247,7 @@ typedef struct View3D {
#define V3D_SOLID_TEX 8
#define V3D_DISPGP 16
#define V3D_LOCK_CAMERA 32
+#define V3D_RENDER_SHADOW 64 /* This is a runtime only flag that's used to tell draw_mesh_object() that we're doing a shadow pass instead of a regular draw */
/* View3D->around */
#define V3D_CENTER 0