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author | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-02-11 12:06:21 +0400 |
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committer | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-02-11 12:06:21 +0400 |
commit | e2f9afbaabbdecc87c77261e40650da426baf168 (patch) | |
tree | 5cc11b5f91f48177da7b2154416698474e551f6e /source/gameengine/Converter/BL_BlenderDataConversion.cpp | |
parent | 2038eb10d069352cefa83abc6a6c6071807970ae (diff) |
Blender Internal: Modify material property "Cast Buffer Shadows" to affect ray shadows also, and rename it to "Cast Shadows".
This allows us to make materials that don't cast ray shadows.
Turning off this property can reduce the rendering time slightly.
Note: RNA path is changed to "use_cast_shadows" as well. The older
path "use_cast_buffer_shadows" still can be used as its alias, but
it will be removed after updating some addons.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D272
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index b5d9c5b01dd..ebd9430401c 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -596,7 +596,7 @@ static bool ConvertMaterial( material->ras_mode |= ( mat->game.flag & GEMAT_BACKCULL )?0:TWOSIDED; // cast shadows? - material->ras_mode |= ( mat->mode & MA_SHADBUF )?CAST_SHADOW:0; + material->ras_mode |= ( mat->mode & MA_CASTSHADOW )?CAST_SHADOW:0; MTex *mttmp = 0; int valid_index = 0; |