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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-02-11 12:06:21 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-02-11 12:06:21 +0400
commite2f9afbaabbdecc87c77261e40650da426baf168 (patch)
tree5cc11b5f91f48177da7b2154416698474e551f6e /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parent2038eb10d069352cefa83abc6a6c6071807970ae (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.cpp2
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;