diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-06-18 03:25:20 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-06-18 03:25:20 +0400 |
commit | dc8776cafb7dda6e77d4295f60a013b8598b7a4f (patch) | |
tree | ae8bfe3037832901e057bfda177d928031246f1a /source/gameengine/Converter/BL_BlenderDataConversion.cpp | |
parent | 8fd0b50602acc87ccc49279ceb0cf0978133e704 (diff) |
Apricot Branch: GLSL
====================
* Added GLSL vertex color support in the game engine.
* Added VCol Paint and VCol Light options.
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 3e7402046b0..3c76c63544b 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -315,7 +315,8 @@ BL_Material* ConvertMaterial( MCol* mmcol, int lightlayer, Object* blenderobj, - MTF_localLayer *layers) + MTF_localLayer *layers, + bool glslmat) { //this needs some type of manager BL_Material *material = new BL_Material(); @@ -329,12 +330,13 @@ BL_Material* ConvertMaterial( type = 1; // material color material->IdMode = DEFAULT_BLENDER; + material->glslmat = glslmat; // -------------------------------- if(validmat) { // use vertex colors by explicitly setting - if(mat->mode &MA_VERTEXCOLP) + if(mat->mode &MA_VERTEXCOLP || glslmat) type = 0; // use lighting? @@ -901,8 +903,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* else ma = give_current_material(blenderobj, 1); - bl_mat = ConvertMaterial(mesh, ma, tface, tfaceName, mface, mmcol, lightlayer, blenderobj, layers); - bl_mat->glslmat = converter->GetGLSLMaterials(); + bl_mat = ConvertMaterial(mesh, ma, tface, tfaceName, mface, mmcol, lightlayer, blenderobj, layers, converter->GetGLSLMaterials()); // set the index were dealing with bl_mat->material_index = (int)mface->mat_nr; |