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author | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-02-12 00:41:09 +0400 |
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committer | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-02-12 00:46:26 +0400 |
commit | 38e58612efbd79807ffc030ed6093e6110b2fd5a (patch) | |
tree | f13f0f7594a6ebf7e5d7c8f309caad81b52158db /source/gameengine/Converter/BL_BlenderDataConversion.cpp | |
parent | 78f23ce9fc9ea1fe4ce6d7a12e168fe07cd313de (diff) |
Revert own previous commit rBe2f9afbaabbd.
The "Cast Shadows" worked as expected, but it can cause problem in some cases.
For example, when using strand render, we need disabling only buffer shadows,
but the previous changes made that impossible. "Cast Shadows" should be added
as a newly created option.
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index c823665c3bb..0ec54412485 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -610,7 +610,7 @@ static bool ConvertMaterial( material->ras_mode |= ( mat->game.flag & GEMAT_BACKCULL )?0:TWOSIDED; // cast shadows? - material->ras_mode |= ( mat->mode & MA_CASTSHADOW )?CAST_SHADOW:0; + material->ras_mode |= ( mat->mode & MA_SHADBUF )?CAST_SHADOW:0; MTex *mttmp = 0; int valid_index = 0; |