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>2008-06-18 17:44:29 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-18 17:44:29 +0400
commitccc58f449118c175daa8e5eee7090fe439e7c601 (patch)
tree879ac30b15ac0c7f5665a5f5c545e40c1da95853 /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parenta790d75dc8b87312dc1583df1f29565c43d2c0e6 (diff)
Apricot Branch: Various Fixes
============================= * Make GLSL shaders work in the game player. * In the game engine with GLSL and no material assigned, it now falls back to texface materials. Not in the 3d view yet .. * Fix memory when using the default material for GLSL. * Fix another use of the builtin "smooth" name as a variable in the GLSL code, gives issue on ATI. * Fix problem with the armature deform being applied to only one material bucket, gave floating triangles. * Fix crash when setting .timeOffset through python without a parent. * Use only gl*ARB functions so that GLSL also works on graphics cards that do not have opengl 2.0 but do have the extensions. * Fix use of unitialized variable for render memory usage stats.
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 be3f40f18fe..b2c25198ab4 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -332,7 +332,7 @@ BL_Material* ConvertMaterial(
type = 1; // material color
material->IdMode = DEFAULT_BLENDER;
- material->glslmat = glslmat;
+ material->glslmat = (validmat)? glslmat: false;
// --------------------------------
if(validmat) {
@@ -561,6 +561,7 @@ BL_Material* ConvertMaterial(
}
else {
int valid = 0;
+
// check for tface tex to fallback on
if( validface ){