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authorErwin Coumans <blender@erwincoumans.com>2006-01-06 06:46:54 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-01-06 06:46:54 +0300
commit2e6d57618232b8b4ce8e5afe84fd278041cbbbfe (patch)
treec0f05e6b59aada420dd600f1138e9149b97d9e9d /source/gameengine/Converter/BL_MeshDeformer.h
parentef520a8cc9e863aa234be0ee60d1038e7ec8fc44 (diff)
Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
Diffstat (limited to 'source/gameengine/Converter/BL_MeshDeformer.h')
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.h26
1 files changed, 14 insertions, 12 deletions
diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h
index c9030ceca36..adeffd632e7 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.h
+++ b/source/gameengine/Converter/BL_MeshDeformer.h
@@ -48,14 +48,13 @@ public:
void VerifyStorage();
void RecalcNormals();
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map){};
- BL_MeshDeformer(struct Object* obj, class BL_SkinMeshObject *meshobj,struct Object* armatureObj):
+ BL_MeshDeformer(struct Object* obj, class BL_SkinMeshObject *meshobj ):
m_pMeshObject(meshobj),
m_bmesh((struct Mesh*)(obj->data)),
+ m_objMesh(obj),
m_transnors(NULL),
m_transverts(NULL),
- m_tvtot(0),
- m_blenderMeshObject(obj),
- m_blenderArmatureObj(armatureObj)
+ m_tvtot(0)
{};
virtual ~BL_MeshDeformer();
virtual void SetSimulatedTime(double time){};
@@ -64,14 +63,17 @@ public:
virtual RAS_Deformer* GetReplica(){return NULL;};
// virtual void InitDeform(double time){};
protected:
- class BL_SkinMeshObject *m_pMeshObject;
- struct Mesh *m_bmesh;
- MT_Point3 *m_transnors;
- MT_Point3 *m_transverts;
- int m_tvtot;
- Object* m_blenderMeshObject;
- Object* m_blenderArmatureObj;
-
+ class BL_SkinMeshObject* m_pMeshObject;
+ struct Mesh* m_bmesh;
+ MT_Point3* m_transnors;
+
+ //MT_Point3* m_transverts;
+ // this is so m_transverts doesn't need to be converted
+ // before deformation
+ float (*m_transverts)[3];
+ struct Object* m_objMesh;
+ // --
+ int m_tvtot;
};
#endif