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authorCharlie Carley <snailrose@gmail.com>2007-01-13 11:30:08 +0300
committerCharlie Carley <snailrose@gmail.com>2007-01-13 11:30:08 +0300
commitc4202fbd43c7b91c8705fcea7191f82b64a28bca (patch)
treeaa4193ee9aecbfb3a6908b7cfbd33ed53b0c4408 /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parenta935c48fec910f67ba3679e295d9e35fe44ce214 (diff)
First commit! Small bug fix for cube map crashing in the player.
Cube maps don't display correctly in the player at the moment too.. something to do with regenerating/loading the images
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp27
1 files changed, 11 insertions, 16 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 0d9ad087c05..86fc2267c64 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -432,21 +432,19 @@ BL_Material* ConvertMaterial(
else if(mttmp->tex->type == TEX_ENVMAP) {
if( mttmp->tex->env->stype == ENV_LOAD ) {
- material->mtexname[i]= mttmp->tex->id.name;
- material->cubemap[i] = mttmp->tex->env;
- if(material->cubemap[i]->ima) {
- material->texname[i] = material->cubemap[i]->ima->id.name;
+ material->mtexname[i] = mttmp->tex->id.name;
+ EnvMap *env = mttmp->tex->env;
+ env->ima = mttmp->tex->ima;
+ material->cubemap[i] = env;
+
+ if (material->cubemap[i])
+ {
+ if (!material->cubemap[i]->cube[0])
+ BL_Texture::SplitEnvMap(material->cubemap[i]);
+
+ material->texname[i]= material->cubemap[i]->ima->id.name;
material->mapping[i].mapping |= USEENV;
}
- else {
- // in the player, we need to split it our self
- material->cubemap[i]->ima = mttmp->tex->ima;
- if(material->cubemap[i]->ima) {
- material->texname[i] = material->cubemap[i]->ima->id.name;
- material->mapping[i].mapping |= USEENV;
- }
- //
- }
}
}
material->flag[i] |= (mat->ipo!=0)?HASIPO:0;
@@ -1098,9 +1096,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
meshobj->UpdateMaterialList();
-
-
- // -----------------------------------
// pre calculate texture generation
for(RAS_MaterialBucket::Set::iterator mit = meshobj->GetFirstMaterial();
mit != meshobj->GetLastMaterial(); ++ mit) {