diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-09 02:30:54 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-09 02:30:54 +0400 |
commit | 437b207d3a0befb87c21676735bb9bd6750e9303 (patch) | |
tree | b642de98ecc71dbfc4541fe5a6436224770ae983 /source/blender/src/drawobject.c | |
parent | f43c66f384d6dca227a7081bbe7e4f763debe7fd (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.c | 2 |
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; } } |