diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-06-14 01:24:21 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-06-14 01:24:21 +0400 |
commit | 6d62a18a51303da845df1c04cd2b357853b7e7ed (patch) | |
tree | dbe5455cf7d57f719b58615c1c40c6a8f2903439 /source/gameengine/Converter/BL_BlenderDataConversion.cpp | |
parent | 9fb4cbc668ad7fc612cbb63206567066e2626173 (diff) |
Apricot Branch: GLSL
====================
* Added support for lamps and shaders. All material diffuse and
specular shaders are supported, for lamps especially area light
support is not there yet.
* Added support for these GLSL shaders in the game engine, though
it is incomplete and somewhat of a hack. Specifically all the
variables are completely static, which means moving lights, or
animating material properties will not work.
* Enabling GLSL shaders is now different. They work in textured
drawmode, and can be enabled in the Game menu with the option
"Blender GLSL Materials"
Known issues:
* The GLSL shaders don't always update correct on light changes.
* The game player appears to crash with these GLSL shaders, while
regular blender works fine.
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 82d16ffa181..1be462c113f 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -509,6 +509,7 @@ BL_Material* ConvertMaterial( } } } + // above one tex the switches here // are not used switch(valid_index) { @@ -829,7 +830,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* } } - meshobj->SetName(mesh->id.name); meshobj->m_xyz_index_to_vertex_index_mapping.resize(mesh->totvert); for (int f=0;f<mesh->totface;f++,mface++) @@ -891,6 +891,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* ma = give_current_material(blenderobj, 1); bl_mat = ConvertMaterial(mesh, ma, tface, mface, mmcol, lightlayer, blenderobj, layers); + bl_mat->glslmat = converter->GetGLSLMaterials(); // set the index were dealing with bl_mat->material_index = (int)mface->mat_nr; |