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authorCampbell Barton <ideasman42@gmail.com>2007-04-29 17:39:46 +0400
committerCampbell Barton <ideasman42@gmail.com>2007-04-29 17:39:46 +0400
commit99135b0674830528eaed3067c40905af8e4557a9 (patch)
tree604d8d7713c8e8f35111b9cc507f42944eb468f3 /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parent243d1a28c0635a85c2dca9a23e9465b170b0ba3a (diff)
dont use tface hide or select anymore, since maintaining 2 sets of hide/select data for each face is annoying.
using mface->flag for both. Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index dc3ae581a23..0e2a009a192 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -592,7 +592,7 @@ BL_Material* ConvertMaterial(
if( validface ) {
material->ras_mode |= !(
- (tface->flag & TF_HIDE) ||
+ (mface->flag & ME_HIDE) ||
(tface->mode & TF_INVISIBLE)
)?POLY_VIS:0;
@@ -954,7 +954,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
tile = tface->tile;
mode = tface->mode;
- polyvisible = !((tface->flag & TF_HIDE)||(tface->mode & TF_INVISIBLE));
+ polyvisible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
uv0 = MT_Point2(tface->uv[0]);
uv1 = MT_Point2(tface->uv[1]);