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authorBenoit Bolsee <benoit.bolsee@online.be>2008-07-17 01:24:54 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-07-17 01:24:54 +0400
commitdbfc5f6b7110031a82da4482d62ed8b36873b369 (patch)
tree60dde75906eeae76e29ab9c2c3f9d4904e8af028 /source/gameengine/Converter/BL_SkinDeformer.h
parent7ef48296fca31796a7c27d09c5fbe07333ca8a54 (diff)
BGE patch: fix mesh deformation errors with duplicated objects sharing the same mesh in case of 1) armature+multiple material 2) shape drivers
Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.h')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.h6
1 files changed, 5 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h
index f35db8273c4..d3fc5ae2a81 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.h
+++ b/source/gameengine/Converter/BL_SkinDeformer.h
@@ -81,10 +81,13 @@ public:
virtual ~BL_SkinDeformer();
bool Update (void);
bool Apply (class RAS_IPolyMaterial *polymat);
+ bool PoseApplied()
+ { return m_poseApplied; }
+ void PoseApplied(bool applied)
+ { m_poseApplied = applied; }
bool PoseUpdated(void)
{
if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) {
- m_armobj->ApplyPose();
return true;
}
return false;
@@ -102,6 +105,7 @@ protected:
ListBase* m_defbase;
float m_obmat[4][4]; // the reference matrix for skeleton deform
bool m_releaseobject;
+ bool m_poseApplied;
};