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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-02-06 22:21:24 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-02-06 22:21:24 +0300
commite40803a5b3ac860f895c2180fe90f0040f3583d5 (patch)
tree992d30305f2b27bd0f607c3dbb274a7fb4d1d388 /source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
parent09099111e39a7363fa186c4200b60b3b2bd93f9e (diff)
Fix for bug #18228: OpenGL specular did not get the correct view
vector in perspective mode. This is default OpenGL behavior, but by now this optimization is really insignificant. Works in both the 3d view and game engine.
Diffstat (limited to 'source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp')
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index 1797d6c1a0f..42ad7769cbd 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -80,7 +80,7 @@ void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
* has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
* a scene. */
-void KX_BlenderRenderTools::ProcessLighting(int layer, const MT_Transform& viewmat)
+void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, int layer, const MT_Transform& viewmat)
{
if(m_lastlightlayer == layer)
return;
@@ -101,12 +101,12 @@ void KX_BlenderRenderTools::ProcessLighting(int layer, const MT_Transform& viewm
}
if(enable)
- EnableOpenGLLights();
+ EnableOpenGLLights(rasty);
else
DisableOpenGLLights();
}
-void KX_BlenderRenderTools::EnableOpenGLLights()
+void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
{
if(m_lastlighting == true)
return;
@@ -115,7 +115,8 @@ void KX_BlenderRenderTools::EnableOpenGLLights()
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (rasty->GetCameraOrtho())? GL_FALSE: GL_TRUE);
if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);