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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-02-12 00:41:09 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-02-12 00:46:26 +0400
commit38e58612efbd79807ffc030ed6093e6110b2fd5a (patch)
treef13f0f7594a6ebf7e5d7c8f309caad81b52158db /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parent78f23ce9fc9ea1fe4ce6d7a12e168fe07cd313de (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.cpp2
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;