Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-14 01:24:21 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-14 01:24:21 +0400
commit6d62a18a51303da845df1c04cd2b357853b7e7ed (patch)
treedbe5455cf7d57f719b58615c1c40c6a8f2903439 /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parent9fb4cbc668ad7fc612cbb63206567066e2626173 (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.cpp3
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;