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authorCampbell Barton <ideasman42@gmail.com>2009-06-19 20:27:01 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-06-19 20:27:01 +0400
commitc3b8db4833fe561ce8803af1619a4f1eb5f0c3b6 (patch)
treeac16a1de5d83c336e9bdaca04ba51371e8de3721 /source/gameengine/Converter/BL_ActionActuator.cpp
parent6c139156cf2b47ea9d8e7606204205cb01d4ad21 (diff)
BGE: allow action blending by bringing back blend_poses() as game_blend_poses, the new animation system doesnt use it but doesnt have a replacement function so it can be kept for the BGE only.
Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 131d48aed4f..c0d28d28bda 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -409,7 +409,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
/* Find percentages */
newweight = (m_blendframe/(float)m_blendin);
- // XXX blend_poses(m_pose, m_blendpose, 1.0 - newweight, ACTSTRIPMODE_BLEND);
+ game_blend_poses(m_pose, m_blendpose, 1.0 - newweight);
/* Increment current blending percentage */
m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();