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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-09 02:30:54 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-09 02:30:54 +0400
commit437b207d3a0befb87c21676735bb9bd6750e9303 (patch)
treeb642de98ecc71dbfc4541fe5a6436224770ae983 /source/blender/src/drawobject.c
parentf43c66f384d6dca227a7081bbe7e4f763debe7fd (diff)
Apricot Branch: GLSL
==================== * Some optimizations in the glsl shader code to avoid some matrix multiplications, and other floating point ops. * Optimized game engine mesh deforming code a bit, and removed a bunch of unneeded/duplicated code. * Fix for bugs #17289 and #17295, glsl compile errors.
Diffstat (limited to 'source/blender/src/drawobject.c')
-rw-r--r--source/blender/src/drawobject.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c
index 455b85aa499..78b2fa470d4 100644
--- a/source/blender/src/drawobject.c
+++ b/source/blender/src/drawobject.c
@@ -192,7 +192,7 @@ int set_gl_material_attribs(int nr, GPUVertexAttribs *attribs)
if(mat->gpumaterial) {
GPU_material_vertex_attributes(mat->gpumaterial, attribs);
GPU_material_bind(mat->gpumaterial, gpuob->lay);
- GPU_material_bind_uniforms(mat->gpumaterial, gpuob->obmat, G.vd->viewmat);
+ GPU_material_bind_uniforms(mat->gpumaterial, gpuob->obmat, G.vd->viewmat, G.vd->viewinv);
gpuboundmat= mat;
}
}