diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2013-07-16 02:35:09 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2013-07-16 02:35:09 +0400 |
commit | efc4b08094e520afd6598a13c8b586df4abcc45a (patch) | |
tree | e8e9a00380249b6a5919bcfcc158186f344277ca /source/gameengine/Converter/BL_BlenderDataConversion.cpp | |
parent | 19dee5e413453cc4a2a98c17aaf39f00e04f7619 (diff) |
BGE: Fix for [#36023] "Objects of added scene are lit by lights of current scene" reported by Raf Colson (raco).
The material caching now keeps a cache per scene. Before materials from different scenes were sharing the same cache.
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index ad16c96dc70..4890db193eb 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -890,8 +890,8 @@ static bool ConvertMaterial( static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace *tface, MCol *mcol, MTF_localLayer *layers, int lightlayer, unsigned int *rgb, MT_Point2 uvs[4][RAS_TexVert::MAX_UNIT], const char *tfaceName, KX_Scene* scene, KX_BlenderSceneConverter *converter) { - RAS_IPolyMaterial* polymat = converter->FindCachedPolyMaterial(ma); - BL_Material* bl_mat = converter->FindCachedBlenderMaterial(ma); + RAS_IPolyMaterial* polymat = converter->FindCachedPolyMaterial(scene, ma); + BL_Material* bl_mat = converter->FindCachedBlenderMaterial(scene, ma); KX_BlenderMaterial* kx_blmat = NULL; KX_PolygonMaterial* kx_polymat = NULL; @@ -907,7 +907,7 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace converter->GetGLSLMaterials()); if (ma && (ma->mode & MA_FACETEXTURE) == 0) - converter->CacheBlenderMaterial(ma, bl_mat); + converter->CacheBlenderMaterial(scene, ma, bl_mat); } const bool use_vcol = GetMaterialUseVColor(ma, bl_mat->glslmat); @@ -923,7 +923,7 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace kx_blmat->Initialize(scene, bl_mat, (ma?&ma->game:NULL), lightlayer); polymat = static_cast<RAS_IPolyMaterial*>(kx_blmat); if (ma && (ma->mode & MA_FACETEXTURE) == 0) - converter->CachePolyMaterial(ma, polymat); + converter->CachePolyMaterial(scene, ma, polymat); } } else { @@ -1052,7 +1052,7 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace polymat->m_shininess = 35.0; } - converter->CachePolyMaterial(ma, polymat); + converter->CachePolyMaterial(scene, ma, polymat); } } |